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		<updated>2026-06-05T05:46:40Z</updated>
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	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Hero_Scripts&amp;diff=25464</id>
		<title>Hero Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Hero_Scripts&amp;diff=25464"/>
				<updated>2012-09-15T15:39:14Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* UseHeroItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FindHero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| findhero stat&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
findHero atk&amp;lt;br&amp;gt;&lt;br /&gt;
findHero pol&amp;lt;br&amp;gt;&lt;br /&gt;
findHero int&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid command line arguments for findhero are pol for politics, atk for attack and int for intelligence.&lt;br /&gt;
&lt;br /&gt;
This command will recruit the best hero of the type specified that is available in the inn at the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMayor==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| setMayor stat&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
setMayor pol&amp;lt;br&amp;gt;&lt;br /&gt;
setMayor atk&amp;lt;br&amp;gt;&lt;br /&gt;
setMayor int&amp;lt;br&amp;gt;&lt;br /&gt;
setMayor remove&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid arguments for setMayor are pol for politics, atk for attack and int for intelligence.&lt;br /&gt;
&lt;br /&gt;
This command will change your current mayor for one of the specified attribute. It automatically selects the highest level of the attribute that you specify (stat is the label for the attribute argument).&lt;br /&gt;
This is very useful when creating, upgrading and demolishing buildings, as you can specify the highest level politic hero you have to go into office. Capturing a level ten and only have a level 9 Feasting hall in one city? You can remove the mayor with this command to make sure he marches with the rest of the troops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SetMayorByName==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| setMayorbyname HeroName&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
setMayorbyname ATKATK&amp;lt;br&amp;gt;&lt;br /&gt;
setMayorbyname ken&amp;lt;br&amp;gt;&lt;br /&gt;
setMayorbyname henry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to specify the Mayor you wish to assign by hero name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PersuadeHero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| persuadehero hero&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| persuadehero ken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Persuade a captured hero ken, the medals required for the persuasion if any are shown in hero tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FireHero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| firehero hero&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| firehero ken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to fire a hero from the feasting hall.&lt;br /&gt;
 &lt;br /&gt;
The Hero status must be either idle, mayor, or captured, i.e. is not on a mission away from town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ReleaseHero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| releasehero heroName&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| releasehero Prisoner&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to dismiss a captive hero from the feasting hall.&lt;br /&gt;
&lt;br /&gt;
==WaterHero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| waterhero heroName&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| waterhero BigGuy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to apply holy water item to a hero in the feasting hall.&lt;br /&gt;
&lt;br /&gt;
==GetSpamHero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| getspamhero [optional management or strategem]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|  &lt;br /&gt;
getspamhero&amp;lt;br&amp;gt;&lt;br /&gt;
getspamhero management&amp;lt;br&amp;gt;&lt;br /&gt;
getspamhero strategem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First example used to get the best attack hero currently available in the inn.&lt;br /&gt;
Second example used  to get the best politics hero currently available in the inn.&lt;br /&gt;
Third example used to get the Highest intelligence hero currently available in the inn.&lt;br /&gt;
&lt;br /&gt;
==ChangeHeroName==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| changeheroname oldName newName&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| changeheroname ken henry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to rename a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UpLevelHero==&lt;br /&gt;
&lt;br /&gt;
'''Currently not implemented'''&lt;br /&gt;
&lt;br /&gt;
==UpLevelHeroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| uplevelheroes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| uplevelheroes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Implemented, but currently does nothing unless city's config hero: is set to non-zero. (This is a bug)&lt;br /&gt;
Upgrades all heroes in current city (unless named in the ''NoLevelHeroes'' goal). Each hero is upgraded up only one level and its best attribute increased.&lt;br /&gt;
&lt;br /&gt;
==UseHeroItem==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| useheroitem hero_name item_name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
useheroitem BigGuy on_war&amp;lt;br&amp;gt;&lt;br /&gt;
useheroitem BigGuy anabasis&amp;lt;br&amp;gt;&lt;br /&gt;
useheroitem BigGuy nation_medal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to apply hero buffing items to the specified hero.&lt;br /&gt;
&lt;br /&gt;
==AwardGold==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| awardgold hero&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| awardgold ken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to increase hero loyalty by 5 using a gold reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RewardHeroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| rewardheroes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| rewardheroes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Finds and rewards all heroes with loyalty below 100, using gold.&lt;br /&gt;
&lt;br /&gt;
==WaitHero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| waithero hero&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| waithero ken&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pause script until hero ken is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WaitHeroLost==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| waitherolost hero1,hero2,...&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| waitherolost ken,henry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pause script until one of the heroes specified is captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==listallheroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| listallheroes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| listallheroes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Will output a list of all your heroes, seperated by city, even if they are not currently in the city.&lt;br /&gt;
&lt;br /&gt;
There is a temporary (I assume) bug that prevents your training hero from being enumerated, but a bug report has been filed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25463</id>
		<title>City Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25463"/>
				<updated>2012-09-13T16:28:48Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Levy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comfort==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| comfort comforttype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
comfort pray&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 1&amp;lt;br&amp;gt;&lt;br /&gt;
comfort bless&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the comfort commands in the city that it is run from.&lt;br /&gt;
&lt;br /&gt;
'''comforttype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || relief&lt;br /&gt;
|-&lt;br /&gt;
| 2 || pray&lt;br /&gt;
|-&lt;br /&gt;
| 3 || bless&lt;br /&gt;
|-&lt;br /&gt;
| 4 || popraise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Levy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| levy levytype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
levy 1&amp;lt;br&amp;gt;&lt;br /&gt;
levy food&amp;lt;br&amp;gt;&lt;br /&gt;
levy 3&amp;lt;br&amp;gt;&lt;br /&gt;
levy stone&amp;lt;br&amp;gt;&lt;br /&gt;
levy 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the levy actions in the city run from.&lt;br /&gt;
&lt;br /&gt;
'''levytype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || food&lt;br /&gt;
|-&lt;br /&gt;
| 3 || wood&lt;br /&gt;
|-&lt;br /&gt;
| 4 || stone&lt;br /&gt;
|-&lt;br /&gt;
| 5 || iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SetTaxRate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| settaxrate rate%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| settaxrate 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets Tax Rate to 20%&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| production food% wood% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| production 100 100 100 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets city production of resources.  You must use a number between 0 and 100. This script will also adjust the corresponding [[Resource_Goals#Production|goal of the same name]].&lt;br /&gt;
&lt;br /&gt;
==SetFocus==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| setfocus&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| setfocus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bot functions in a linear manner, moving from one city to the next after a given amount of time.  The ''setfocus'' command will  cause the bot to immediately focus on the city from which the command is issued for one task cycle. Enabling the Task Flow debug option will allow you to see what one task cycle is, and how long it lasts.&lt;br /&gt;
&lt;br /&gt;
==RenameCity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| renamecity newname [picture ID 1-4]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
renamecity BottingRulz&amp;lt;br&amp;gt;&lt;br /&gt;
renamecity BottingRulz 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change a city's name and (optionally) picture. The picture IDs are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - [[File:Citylogo_01.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 - [[File:Citylogo_02.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 - [[File:Citylogo_03.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
4 - [[File:Citylogo_04.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Evacuatetown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| evacuatetown coords&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| evacuatetown 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script command will tell the bot to send all troops and resources that it can carry to the specified coordinates from this city, in order for the town to be abandoned later. The bot will leave all of the heroes in the city. You must move them manually. This script should be run before [[General_Goals#Abandon|config abandon:1]] is used in goals.&lt;br /&gt;
&lt;br /&gt;
To cancel the evacuation use '''EndEvacuate'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teleport==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| teleport [state or coords]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
teleport saxony&amp;lt;br&amp;gt;&lt;br /&gt;
teleport 111,222&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | States:&lt;br /&gt;
| &lt;br /&gt;
friesland, saxony, north march, bohemia,&amp;lt;br&amp;gt;&lt;br /&gt;
lower lorraine, franconia, thuringia, moravia,&amp;lt;br&amp;gt;&lt;br /&gt;
upper lorraine, swabia, bavaria, carinthia,&amp;lt;br&amp;gt;&lt;br /&gt;
burgundy, lombardy, tuscany, romagna&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Random teleports your city to the state specified, or if using coordinates instead will advanced teleport your city to the coordinates specified. When trying to advance teleport, the bot will first use the Pioneer teleports available after server merge if you have them.&lt;br /&gt;
&lt;br /&gt;
==Abandon==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| abandon XXX,YYY&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
abandon 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abandon the valley at 111,222&lt;br /&gt;
&lt;br /&gt;
==AbandonTown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| AbandonTown [city]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
abandontown 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
abandontown OtherCity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*You can only run ''abandontown'' from a different city than the one you want to abandon.&lt;br /&gt;
*The city being abandoned can be referred to by name or coordinates.&lt;br /&gt;
*The bot '''does not check''' for troops or heroes. Any heroes or troops in the town '''or travelling''' from the town will be irreplacably deleted. &lt;br /&gt;
*Be sure your escaping troops have arrived at their destination before abandoning any city.&lt;br /&gt;
&lt;br /&gt;
Abandontown should be used with care. It is best to allow the bot to BUILD NPCs, but for whatever purpose you must use this command DOUBLE CHECK that you have entered the correct coordinates or city name to be abandoned.  Be sure to run 'evacuatetown' script command previous to using this command if you have troops or resources in the city to be moved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;There are No 2nd Chances using this command!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no crying in baseball.  If you accidentaly delete your level 850 training hero, we feel really bad for you, but don't come crying to us.  We cannot get it back for you.&lt;br /&gt;
&lt;br /&gt;
==Buildcity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildcity xxx,yyy&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildcity 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to build a city on at 111,222. It will capture the flat for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To cancel a city building, use '''CancelBuildcity'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25462</id>
		<title>Advanced Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25462"/>
				<updated>2012-09-05T15:36:11Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great deal of info the bot is able to make available for the advanced scripter, via the ifgoto and ifgosub scripts. The complete list of variables usable is a work in progress, and a debt of gratitude goes to several bot users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.&lt;br /&gt;
&lt;br /&gt;
==Ifgoto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgoto ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| ifgoto ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Advanced_Scripting#Ifgosub|ifgosub]]&lt;br /&gt;
&lt;br /&gt;
==Ifgosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgosub ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Example:&lt;br /&gt;
| ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Conditional Statements enable checking of resources,troops,population,…etc.&lt;br /&gt;
&lt;br /&gt;
Conditional Statements add a whole new dimension to scripts allowing more human-like interaction &amp;amp; less &amp;quot;insuffient resource&amp;quot; statements.&lt;br /&gt;
&lt;br /&gt;
Variables for use in ifgoto &amp;amp; ifgosub statements can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.iron.amount &amp;gt; 150000 ) CheckTrain&lt;br /&gt;
sleep rnd:3000&lt;br /&gt;
loop 0&lt;br /&gt;
//&lt;br /&gt;
label CheckTrain&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 150000 ) TrainTroops&lt;br /&gt;
gosubreturn &lt;br /&gt;
//&lt;br /&gt;
label CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 250000 ) UpATT&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label TrainTroops&lt;br /&gt;
train arch:250 Bubba&lt;br /&gt;
repeat 4&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label UpATT&lt;br /&gt;
walldefense archertowers 250&lt;br /&gt;
gosubreturn &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Please leave Updates/Comments/etc at:&lt;br /&gt;
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Print:&lt;br /&gt;
! Command:&lt;br /&gt;
! Result:&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! // Enemy ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.hasEnemyArmiesWithin(60) ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied enemyArmies 0 -------armyId 123456789&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied enemyArmies 0 -------missionType 5&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || My Result Error #1069 Supplier supplied enemyArmies 0 -------king Attacker Name&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || My Result Error #1069 Supplier supplied enemyArmies 0 -------resource.iron 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------startFieldId 666999&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------targetPosName MYCITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied enemyArmies 0 -------direction 1&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------restTime 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------startTime 1339652736137&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------.startPosName ATTACKING CITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied enemyArmies 0 -------.heroLevel 184&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------.reachTime 1339656323138&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied enemyArmies 0 -------.hero HeroName&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------.targetFieldId 999444&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || My Result Error #1069 Supplier supplied enemyArmies 0 -------.alliance ATTACKING ALLIANCE&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Resource ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Fields ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Hero ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
! // Troop ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Forts ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Buildings ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Market ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Armies ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // General ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heros Queen stratagem------- m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069&lt;br /&gt;
|-&lt;br /&gt;
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Research ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Contact_Us&amp;diff=25461</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Contact_Us&amp;diff=25461"/>
				<updated>2012-08-19T15:49:56Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you need help with your bot, you can contact us...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''On the forums at'''&lt;br /&gt;
&lt;br /&gt;
[http://forum.neatportal.com/ http://forum.neatportal.com/]&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Hero_Goals&amp;diff=25460</id>
		<title>Hero Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Hero_Goals&amp;diff=25460"/>
				<updated>2012-08-16T23:37:27Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* HeroString */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config hero:[switch] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;hero&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch: &lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; - Disable Hero Management &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; - Level up &amp;amp; reward heroes only&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10&amp;lt;/font&amp;gt; - Hire 1 good Politics hero all other attack heroes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;11&amp;lt;/font&amp;gt; - Hire 1 good Politics and 1 good Intel hero all others attack heroes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;12&amp;lt;/font&amp;gt; - Hire 1 good Politics and 2 good Intel heroes all others attack heroes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt; - Hire 2 good Politics heroes all others attack heroes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;21&amp;lt;/font&amp;gt; - Hire 2 good Politics and 1 good Intel hero all others attack heroes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;22&amp;lt;/font&amp;gt; - Hire 2 good Politics and 2 good Intel heroes all others attack heroes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This config will tell the bot how you wish for your heroes to be hired and managed. In the example above, the bot will hire and upgrade 1 politics hero and the rest of your feasting hall slots with attack heroes. This must be set to 10+ in order for fasthero to function. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fasthero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config fasthero:[base]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;fasthero&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;65&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this config enabled, the bot will attempt to quickly hire and fire heroes from the inn, keeping only heroes of the base attribute specified while keeping your config hero:x goal in mind. In the examples above, with config hero:10 set, you know you want the bot to keep 1 politics hero and the rest attack heroes. With config fasthero:65 set, the bot will attempt to hire &amp;amp; fire until it has found 1 65+ base politics hero and the rest 65+ base attack heroes. Having a level 1 inn in the city is recommended for this goal to save gold. &lt;br /&gt;
&lt;br /&gt;
A hero may be fired if it's base stat is lower than fasthero setting AND it's level is lower than herofirelimit setting. When selecting which hero to fire, the bot will only choose from idle heroes. This means a better hero may be fired if a worse one is off farming.&lt;br /&gt;
&lt;br /&gt;
A helpful tip if filling multiple slots of heroes with fasthero in a city that is capable of farming npcs is to set valleyheroes and npcheroes using advanced hero strings to only use those with a high(er) base. For example, ''npcheroes 5 any:base&amp;gt;=65'', would allow npc farming to only send out any hero with 65 or higher base, so that the junk ones fasthero is still processing will be idle for it to fire and replace.&lt;br /&gt;
&lt;br /&gt;
If fasthero is set to 120 or higher, then it will search for heroes in a different way. The hero's combined base of attack + intel will be taken into account. So for example, if a hero has 65 attack and 65 intel and is level 10, it's combined base would be 65+65-10 = 120 and would be kept with config fasthero:120. When selecting which hero to fire with a 120+ fasthero setting, the bot will choose from all available heroes, not just idle ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HeroString==&lt;br /&gt;
&lt;br /&gt;
Many places in the bot will allow you to specify heroes. The selection or list of heroes to be used will be referred to as the hero-string in various other places in the wiki.&lt;br /&gt;
&lt;br /&gt;
You may list hero names individually, and/or exclude heroes with '!name', and/or include all heroes with 'any' or even use no hero at all with 'none'. For example, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;valleyheroes Biggy&amp;lt;/u&amp;gt; ''this would allow only hero Biggy to attack valleys &amp;amp; flats''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes any,!Smarty,!Biggy&amp;lt;/u&amp;gt; ''this would allow any hero except Smarty and except Biggy to hit npcs''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 10 Biggy,Polly,Smarty&amp;lt;/u&amp;gt; ''this would allow heroes Biggy, Polly, and Smarty to hit npc10s''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;reinforce 123,456 none c:100000&amp;lt;/u&amp;gt; ''this would allow you to reinforce 123,456 with cav but not to include a hero''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may also use advanced filters in hero strings in the format of hero:filter. The hero name list (or 'any') must be stated first, followed by the filter(s). Any filters listed will apply to the entire line. For example,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;valleyheroes any:attack&amp;gt;180&amp;lt;/u&amp;gt; ''this would allow any hero with an attack over 180 to attack valleys &amp;amp; flats''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;valleyheroes any:politics&amp;lt;200&amp;lt;/u&amp;gt; ''this would allow any hero with politics under 200 to attack valleys &amp;amp; flats''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 8 any:politics=best&amp;lt;/u&amp;gt; ''this would allow the best politics hero to hit npc8s''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 10 any:attack&amp;gt;300,base&amp;gt;60&amp;lt;/u&amp;gt; ''this would allow any attack hero with both an attack over 300 AND a base over 60 to hit npc10s''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;attack 111,222 !Biggy,any:attack&amp;gt;180 c:99k,s:1k&amp;lt;/u&amp;gt; ''this would attack coordinates 111,222 with any hero over 180 attack other than hero Biggy with 99k cavs, 1k scouts''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;attack 111,222 !Polly,any:attack&amp;lt;100 w:5k&amp;lt;/u&amp;gt; ''this would attack coordinates 111,222 with any hero under 100 attack other than hero Polly with 5k warriors''&lt;br /&gt;
&lt;br /&gt;
If you wish to apply seperate filters to seperate heroes, use multiple lines. For example,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 any:base&amp;gt;60&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 any:attack&amp;lt;300&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above lines mean that npc5s can be farmed with any hero that has greater than 60 base, OR any hero that has less than 300 attack. Multiple lines can be concatenated into a single line with the | symbol. For example,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 any:base&amp;gt;60|any:attack&amp;lt;300&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above line means exactly the same thing as the 2 before it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 any:base&amp;gt;60,attack&amp;lt;300&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you were to instead use the line above, it would mean npc5s can be farmed with any hero that has both greater than 60 base, AND is less than 300 attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All possible filters for use in hero strings are:&lt;br /&gt;
&lt;br /&gt;
attack or att&amp;lt;br&amp;gt;&lt;br /&gt;
politics or pol&amp;lt;br&amp;gt;&lt;br /&gt;
intel or int&amp;lt;br&amp;gt;&lt;br /&gt;
loyalty or loy&amp;lt;br&amp;gt;&lt;br /&gt;
level or lvl&amp;lt;br&amp;gt;&lt;br /&gt;
experience or exp&amp;lt;br&amp;gt;&lt;br /&gt;
points or pts&amp;lt;br&amp;gt;&lt;br /&gt;
base or bse&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All possible comparisons to use in filters are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt; (less than)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt; (greater than)&amp;lt;br&amp;gt;&lt;br /&gt;
= (equal to)&amp;lt;br&amp;gt;&lt;br /&gt;
!= (not equal to)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;&amp;gt; (not equal to)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;= (less than or equal to)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;= (greater than or equal to)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Best&amp;quot; and &amp;quot;Worst&amp;quot; can be used in place of values for comparisons, example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 10 any:attack=best&amp;lt;/u&amp;gt; ''would allow npc10s to be farmed with the best attack hero.''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 any:attack&amp;lt;best&amp;lt;/u&amp;gt; ''would allow npc5s to be farmed with any hero lower than the best attack hero.''&lt;br /&gt;
&lt;br /&gt;
Stats can be compared to other stats in place of values, example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 any:attack&amp;gt;politics&amp;lt;/u&amp;gt; ''would allow any hero with an attack score greater than it's politics score.''&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 any:politics&amp;gt;level&amp;lt;/u&amp;gt; ''would allow any hero with a politics score greater than it's level.''&lt;br /&gt;
&lt;br /&gt;
Wildcards can be used for the hero list. * will represent 1 or more characters, ? will represent 1 character. For example, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 att*:attack&amp;gt;200&amp;lt;/u&amp;gt; ''would allow npc5s to be farmed with any hero over 200 attack that has att in it's name.''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;npcheroes 5 *:base&amp;gt;60&amp;lt;/u&amp;gt; ''would allow npc5s to be farmed with any hero that has a base over 60.''&lt;br /&gt;
&lt;br /&gt;
When using attributes as conditions, the bot will consider buffs as part of the value. For example, an attack hero with an unbuffed 100 attack and excaliber applied would be treated as a 125 attack hero in hero selection. Expiration time of buffs is not taken into account for an attack. Make sure your excaliber isn't going to run out before you smack that npc10 with a little hero ;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Npcheroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| npcheroes [optional level] hero-string&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;npcheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10 hero-string&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;npcheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;9 hero-string&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;npcheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5 hero-string&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;npcheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;4 hero-string&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;npcheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt; hero-string&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive tells the bot which heroes to use for which npc level. If this is not set, the bot will default to all allowed heroes to hit any npc level 1-5. You can specify heroes for every level of npc individually as shown in the examples above, or let it default to the older style by simply using 'npcheroes' with no npc level after it for all npcs of level 1-5, and 'npc10heroes' for npcs of level 10. &lt;br /&gt;
&lt;br /&gt;
See [[Hero_Goals#HeroString|Hero String]] for details on how to setup the hero string for this goal.&lt;br /&gt;
&lt;br /&gt;
NOTE: You must still enable farming of these levels of npcs via the [[NPC_Goals#Npc|config npc]] goal if you wish for the bot to farm them. Simply setting which heroes to use will not make the bot hit the npcs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Npc10heroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| npc10heroes hero-string&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;npc10heroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;hero-string&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive tells the bot which heroes may be used to farm level 10 npcs. It is being phased out in lieu of the more powerful 'npcheroes' goal. &lt;br /&gt;
&lt;br /&gt;
See [[Hero_Goals#HeroString|Hero String]] for details on how to setup the hero string for this goal.&lt;br /&gt;
&lt;br /&gt;
NOTE: You must still enable farming of level 10 npcs via the [[NPC_Goals#Npc10limit|npc10limit]] goal. Simply setting which heroes to use will not make the bot hit level 10 npcs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Valleyheroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| valleyheroes hero-string&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;valleyheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;AttackDude,ValleyGuy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot which heroes it may or may not use to acquire flats for holding or npc building, as well as heroes for valley acquisition, hunting, valleyfarming, and safevalleyfarming. In the example above, only the heroes named AttackDude and ValleyGuy would be allowed to perform any march against a valley or flat.&lt;br /&gt;
&lt;br /&gt;
Another example, using advanced hero strings: ''valleyheroes !trainingheroname,any:attack&amp;gt;60''. This would allow any hero with 60+ attack other than the traininghero. I've found safevalleyfarm will often lose troops if a politics or intel hero with very low attack are sent. Since adding this to my goals, I have no more losses on safevalleyfarming and much lower losses on everything else.&lt;br /&gt;
&lt;br /&gt;
See [[Hero_Goals#HeroString|Hero String]] for details on how to setup the hero string for this goal. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config training:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;training&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, when configured to hit npcs, the bot will only hit them each every 8 hours. With this config enabled and once npclimit is reached, the bot will hit npcs every 1 hour instead to level your heroes faster. If you wish to avoid going too far over your npclimit in food, you can instruct the bot to attack the npcs without transports by setting it to 2 instead, eg: config training:2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Training10==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config training10:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;training10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, when configured to hit npc10s, the bot will only hit them each every 8 hours. With this config enabled, the bot will hit them every 1 hour instead to level your hero faster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trainpol==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config trainpol:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;trainpol&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the bot will not attack npcs with politics heroes. With this goal set, the politics hero will attack npcs, and be given priority for levelling by being sent before the attack heroes. Another (attack, normally) hero will be set as temporary mayor while your politics hero is out farming. You may notice a significant decrease in resource production with this enabled due to the temporary, lower politics mayors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trainint==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config trainint:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;trainint&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the bot will not attack npcs with intel heroes. With this goal set, the intel hero will attack npcs, and be given priority for levelling by being sent before the attack heroes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==KeepAttHome==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config keepatthome:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;keepatthome&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default the bot will send out all attack heroes on farming runs. With this goal set, the bot will keep the highest attack hero home in the city for defensive purposes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feastinghallspace==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config feastinghallspace:[spaces]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;feastinghallspace&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal tells the bot how many slots empty you want in your feasting hall. With this set, the bot will attempt to fire the lowest attack attribute hero in the city until it reaches the required number of free slots. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The bot will fire heroes regardless of their politics or intel scores if they are the lowest attack score.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this you should also set herofirelimit with a level ''lower than'' your politics mayor and intel hero levels.&lt;br /&gt;
&lt;br /&gt;
Note - if you're running this goal alongside fasthero, fasthero will reserve these spaces in addition to a space for the traininghero.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nomayor==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config nomayor:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;nomayor&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal turned on, the bot will not keep a mayor appointed in the city. This will allow the politics hero to be sent out on farming runs. Note - you should use config trainpol:1 instead of config nomayor:1 to allow the politics hero to farm npcs and still be appointed mayor when it is not on a npc run.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Homeheroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| homeheroes [amount]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;homeheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot how many heroes you wish to remain in the city while it is sending troops out for farming, etc. By default, all allowed heroes are sent out for farming. If a custom [[Hero_Goals#Npcheroes|npcheroes]] list is defined, this goal will reduce the number of heroes that are allowed to farm at a time from the list, and that have to stay home at any given time vs. using all applicable heroes that are in your feasting hall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Traininghero==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| traininghero heroname [[minstay [maxstay [npchits]]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;traininghero &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;BigGuy&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;traininghero &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;BigGuy 120&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;traininghero &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;BigGuy 120 2400 10&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot who your main training hero is for use in queuing troops. You can have a different traininghero for different towns, or the same one for all towns. This hero will be automatically moved by the bot to each town that lists it as it's traininghero. By default the bot will remain for 10 minutes in each town. You can adjust this duration to stay by adding a time, in seconds, to the end of the line. &lt;br /&gt;
&lt;br /&gt;
In the first example above, BigGuy will stay in the town for 10 minutes to queue/farm before moving along. &lt;br /&gt;
&lt;br /&gt;
In the second example above, BigGuy will stay in the town for 120 seconds (2 minutes) to queue/farm before moving along.&lt;br /&gt;
 &lt;br /&gt;
In the third example above, BigGuy would stay at least 120 seconds (2 minutes), and may leave the city after at least 10 npc hits are made, or at least 2400 seconds (40 minutes) have passed.&lt;br /&gt;
&lt;br /&gt;
The bot does not detect whether the traininghero is needed to queue in a town before sending it. If the traininghero is setup to farm npcs in the city, and a &amp;quot;0&amp;quot; is given as the optional npchits value, then the bot will not farm npcs in that town. It needs to be at least &amp;quot;1&amp;quot;. Also if the traininghero is setup to farm npcs in the city and the remaining stay of the default 10 minutes or the configured maxstay time is less than the round trip travel time to the next npc for him to farm, he will still hit that npc even though it exceeds the maxstay. He will be moved to the next city upon returning from a npc trip that exceeds the maxstay time.&lt;br /&gt;
&lt;br /&gt;
The traininghero will farm npcs level 1-5 if the city is configured to farm them, unless he is told not to. You can exclude the traininghero from farming those npcs by adding or modifying the [[Hero_Goals#npcheroes|npcheroes]] goal:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
npcheroes !BigGuy,any&lt;br /&gt;
or&lt;br /&gt;
npcheroes 5 !BigGuy,any&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the absense of any traininghero goal for a city, the best attack score hero in that city will be used as the traininghero. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Be sure not to set a town that is in 24 hour advanced teleport lockdown with your main traininghero, or it will get stuck!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spamheroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| spamheroes hero-string&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;spamheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;hero-string&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot which heroes it may or may not use with [[Deployment_Scripts#LoyaltyAttack|loyaltyattack]] or [[Deployment_Scripts#SpamAttack|spamattack]].&lt;br /&gt;
&lt;br /&gt;
See [[Hero_Goals#HeroString|Hero String]] for details on how to setup the hero string for this goal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nolevelheroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| nolevelheroes hero-string&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;nolevelheroes &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;ForBob&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
This directive will tell the bot not to upgrade a hero or heroes. In the example above, if the hero ForBob was being trained to give away to your friend Bob, you wouldn't want it to be upgraded due to increased persuasion costs and requirements. Setting this will allow ForBob to gain experience without being levelled up by the bot.&lt;br /&gt;
&lt;br /&gt;
Another example, incorporating the new advanced hero strings: ''nolevelheros any:intel&amp;gt;=163'' would allow your intel heroes to grow until 163 int, then stop, letting you save up the points for adding to attack in the future... saving you holy waters to create a nice mech hitter. :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Herofirelimit==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| herofirelimit [level]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;herofirelimit &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;70&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot not to automatically fire any hero of the level specified. When not set, the default level to keep is 50.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Capturedfirelimit==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| capturedfirelimit [level]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;capturedfirelimit &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot not to automatically fire any captured hero of the level specified.&lt;br /&gt;
&lt;br /&gt;
A) you have config hero set to something other than 0 (eg. config hero:1) ...''' AND'''&lt;br /&gt;
&lt;br /&gt;
B) you have a captured hero of a level below the capturedfirelimit ... '''AND'''&lt;br /&gt;
&lt;br /&gt;
C) the captured hero is the lowest attack ... '''OR''' &amp;lt;br&amp;gt;&lt;br /&gt;
D) the feasting hall is full and the traininghero is not in the city&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=General_Goals&amp;diff=25459</id>
		<title>General Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=General_Goals&amp;diff=25459"/>
				<updated>2012-08-16T23:03:37Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Extrafood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Main City Goals=&lt;br /&gt;
&lt;br /&gt;
The bot will recognize your oldest city as your main city. The one with an asterix (*) by the name is the main city. There are a few config settings that are only placed in the main city.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ResetFarmingHistoryOnStartup==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config resetfarminghistoryonstartup:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;resetfarminghistoryonstartup&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will tell the bot to reset it's farming history, and begin again anew, each time you restart the bot. By default the bot will remember where it left off in the farming cycle when it's restarted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Schedulepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| schedulepolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;schedulepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot to start and stop performing actions during certain times of the day. In the example above, the bot would run from 6 to 12, and stop the rest of the time. You can add multiple start and end times to this policy, eg: schedulepolicy 06:00 12:00 17:00 23:00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Every City Goals=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ProcessingPolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| processignpolicy  [/start:hh:mm[:ss] [/end:hh:mm[:ss]] policy-list&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;processingpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;t b r a n&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;processingpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;buildnpc valleyacquisition npcfarming&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;processingpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;start&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;13:00:00 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;end&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;13:59:59 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;medalhunting&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Arguments:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;q&amp;lt;/font&amp;gt; = resque&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;b&amp;lt;/font&amp;gt; = buildnpc&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;v&amp;lt;/font&amp;gt; = valleyfarming&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;n&amp;lt;/font&amp;gt; = npcfarming&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt; = safevalleyfarming&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt; = valleyacquisition&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt; = medalhunting&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;t&amp;lt;/font&amp;gt; = sendtroops&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt; = sendresources&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will allow you to instruct the bot the order in which it will perform it's functions. In the first example above, the bot will send troops if/as goals specify, then build npcs, then transport resources, then capture valleys for production, then npc farm... all of it before any other normal processing is done. In the second example above, the bot will first build npcs, then capture valleys for production, then npc farm... all before any other normal processing is done. In the third example above, the bot will put medal farming as the first priority before others, during the hour between 1PM to 2PM. The use of ! is also allowed to deny a certain process from happening, eg: ''processingpolicy /start:13:00:00 /end:13:59:59 !medalhunting'' to disallow medal farming between 1PM and 2PM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comfort==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config comfort:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;comfort&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Enable the comfort goal and the bot will automagiclly perform comforting on your city as it is required.  &lt;br /&gt;
This goal along with config gate:[time], config hiding:[time], config npc:[level] all working together can make it so your cities are virtually impossible to capture.&lt;br /&gt;
With comforting activated the bot will raise loyalty, reduce grievance, adjust tax rates to prevent riots, and perform misc. comforting actions as specified in compfortpolicy. This goal is required in order to use comfortpolicy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comfortpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| comfortpolicy min_time max_time [options]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;comfortpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;15 20 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;popraise &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;pray&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Arguements:&lt;br /&gt;
|&lt;br /&gt;
gold, go&amp;lt;br&amp;gt;&lt;br /&gt;
stone, st&amp;lt;br&amp;gt;&lt;br /&gt;
iron, ir&amp;lt;br&amp;gt;&lt;br /&gt;
food, fo&amp;lt;br&amp;gt;&lt;br /&gt;
wood, lumber, wo, lu&amp;lt;br&amp;gt;&lt;br /&gt;
popraise, po&amp;lt;br&amp;gt;&lt;br /&gt;
bless, bl&amp;lt;br&amp;gt;&lt;br /&gt;
pray, pr&amp;lt;br&amp;gt;&lt;br /&gt;
relief, dr&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot to, in the example above, perform population raising if needed every 15-20 minutes, and if not needed then pray every 15-20 minutes. You may include any levying or comforting option in this, eg: ''comfortpolicy 15 20 popraise food pray'', to have the bot perform population raising if needed every 15-20 minutes, and if not then levy food every 15-20 minutes and follow with a prayer every 15-20 minutes.&lt;br /&gt;
&lt;br /&gt;
Multiple types of resources can be listed for levying, it will cycle through them each time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Distancepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| distancepolicy npc_farming npc_building medal_farming valley_capturing map_scanning&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;distancepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10 20 5 25 25&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot how far, in miles, it may go from your city to perform these actions in order. This number must be a whole number between 5 and 50.&lt;br /&gt;
&lt;br /&gt;
The valley capturing distance also specifies how far the bot may go to [[Valley_Goals#SafeValleyFarm|farm valleys safely]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rallypolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| rallypolicy policytype:[level:]:maximumslots [policytype:[level:]:maximumslots]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;rallypolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;n:10:1 n:8 v:1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Arguments:&lt;br /&gt;
| &lt;br /&gt;
n = npc farming&amp;lt;br&amp;gt;&lt;br /&gt;
b = buildnpc&amp;lt;br&amp;gt;&lt;br /&gt;
v = valleyfarming&amp;lt;br&amp;gt;&lt;br /&gt;
m = medal hunting&amp;lt;br&amp;gt;&lt;br /&gt;
t = troop transfer&amp;lt;br&amp;gt;&lt;br /&gt;
r = resource transfer (non-emergency)&amp;lt;br&amp;gt;&lt;br /&gt;
a = valley acquisition&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will allow you to instruct the bot how many of each mission can be done at the rally. This does not reserve rally spots for these tasks, it merely limits how many it can do at one time. Rallypolicy counts both returning and marching missions in it's total.&lt;br /&gt;
&lt;br /&gt;
You could, for example, do ''rallypolicy n:10:1 n:6 v:5 b:2'', which would instruct your bot that it may use up to 1 slot for npc10s, 6 slots total for npcs (which would count the npc10 as one of them), 5 slots for valley farming/medal hunting, and 2 slots for npc building. You won't need a lvl 13 rally spot for this to work. Whichever task is performed first can use UP TO that many slots, then the next task will use UP TO it's limit or the rally spot limit, so on and so forth until your rally spots are all in use, the rallypolicy limit is reached for every task, or your tasks are all in progress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Taxpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| taxpolicy min_rate max_rate&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;taxpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20 100&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot the range of tax you want set. The example above would maintain a minimum 20% tax rate and 100% maximum rate. If the bot detects that additional gold is necessary to prevent a revolt, it will increase the tax rate as necessary, up to &amp;quot;max_rate&amp;quot;. The default values are 0 (min) and 100 (max). A default of 0 (min) allows the bot to maintain maximum population. Players with established accounts will probably wish to use the defaults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nohealing==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config nohealing:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;nohealing&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When this goal is turned on, it will tell your bot that you do not want it to heal injured troops in the medic camp. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ReportsToKeep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| reportstokeep &amp;lt;nowiki&amp;gt;items(0|1)&amp;lt;/nowiki&amp;gt; valley.HighLoss npc5.HighLoss npc10.LowLoss npc10.HighLoss&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;reportstokeep &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;500 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;b&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3800 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;6000&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot which reports you want it to keep. In the above example, any report with a treasure acquired will be kept because the first number is set to &amp;quot;1&amp;quot;. Any valley attack report will be kept if the archers lost in it are 500 or more. Any npc5 attack report will be kept if 1 or more ballista are lost. Any npc10 report will be kept if the archers lost are lower than 3.8k or higher than 6k. All other reports will be read and deleted by the bot. You can set these numbers to 0 in order to have it keep every report, eg: reportstokeep 1 a:0 b:0 a:0 a:0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Excludelist==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| excludelist coord1 coord2 [...] coordX&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;excludelist &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;222 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;333 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;444&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot to exclude anything at those coordinates. No npc farming runs, valley acquisition runs, valley farming runs, npc building missions, or flat acquisition runs will be sent to these coordinates. This single goal can (and in the future will completely) replace [[General_Goals#NoAbandonFlats|noabandonflats]], [[NPC_Goals#Npcexcludelist|npcexcludelist]], and [[NPC_Goals#Npc10excludelist|npc10excludelist]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NoAbandonFlats==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| noabandonflats flat1 flat2 [...] flatX&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;noabandonflats &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;222 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;333 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;444&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive is now obsolete. Please use [[General_Goals#Excludelist|excludelist]] instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abandon==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config abandon:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;abandon&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal tells the bot that you are planning to abandon this city. The bot will destroy all troops, wall defenses, and queues in the city and will lower loyalty by levying and adjusting the tax rate upwards. The bot will not perform comforting actions on the city with this goal set. This is useful when you plan to give a city away or abandon it. The bot will not automatically abandon the city once it reaches 0 loyalty. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;WARNING!!! You should run [[City_Scripts#evacuatetown | evacuatetown]] in the scripts window before you set this goal!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=General_Goals&amp;diff=25458</id>
		<title>General Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=General_Goals&amp;diff=25458"/>
				<updated>2012-08-16T22:09:25Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Main City Goals=&lt;br /&gt;
&lt;br /&gt;
The bot will recognize your oldest city as your main city. The one with an asterix (*) by the name is the main city. There are a few config settings that are only placed in the main city.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ResetFarmingHistoryOnStartup==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config resetfarminghistoryonstartup:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;resetfarminghistoryonstartup&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will tell the bot to reset it's farming history, and begin again anew, each time you restart the bot. By default the bot will remember where it left off in the farming cycle when it's restarted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Schedulepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| schedulepolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;schedulepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot to start and stop performing actions during certain times of the day. In the example above, the bot would run from 6 to 12, and stop the rest of the time. You can add multiple start and end times to this policy, eg: schedulepolicy 06:00 12:00 17:00 23:00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Every City Goals=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ProcessingPolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| processignpolicy  [/start:hh:mm[:ss] [/end:hh:mm[:ss]] policy-list&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;processingpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;t b r a n&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;processingpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;buildnpc valleyacquisition npcfarming&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;processingpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;start&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;13:00:00 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;/&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;end&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;13:59:59 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;medalhunting&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Arguments:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;q&amp;lt;/font&amp;gt; = resque&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;b&amp;lt;/font&amp;gt; = buildnpc&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;v&amp;lt;/font&amp;gt; = valleyfarming&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;n&amp;lt;/font&amp;gt; = npcfarming&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt; = safevalleyfarming&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt; = valleyacquisition&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt; = medalhunting&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;t&amp;lt;/font&amp;gt; = sendtroops&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt; = sendresources&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will allow you to instruct the bot the order in which it will perform it's functions. In the first example above, the bot will send troops if/as goals specify, then build npcs, then transport resources, then capture valleys for production, then npc farm... all of it before any other normal processing is done. In the second example above, the bot will first build npcs, then capture valleys for production, then npc farm... all before any other normal processing is done. In the third example above, the bot will put medal farming as the first priority before others, during the hour between 1PM to 2PM. The use of ! is also allowed to deny a certain process from happening, eg: ''processingpolicy /start:13:00:00 /end:13:59:59 !medalhunting'' to disallow medal farming between 1PM and 2PM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comfort==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config comfort:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;comfort&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Enable the comfort goal and the bot will automagiclly perform comforting on your city as it is required.  &lt;br /&gt;
This goal along with config gate:[time], config hiding:[time], config npc:[level] all working together can make it so your cities are virtually impossible to capture.&lt;br /&gt;
With comforting activated the bot will raise loyalty, reduce grievance, adjust tax rates to prevent riots, and perform misc. comforting actions as specified in compfortpolicy. This goal is required in order to use comfortpolicy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Comfortpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| comfortpolicy min_time max_time [options]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;comfortpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;15 20 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;popraise &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;pray&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Arguements:&lt;br /&gt;
|&lt;br /&gt;
gold, go&amp;lt;br&amp;gt;&lt;br /&gt;
stone, st&amp;lt;br&amp;gt;&lt;br /&gt;
iron, ir&amp;lt;br&amp;gt;&lt;br /&gt;
food, fo&amp;lt;br&amp;gt;&lt;br /&gt;
wood, lumber, wo, lu&amp;lt;br&amp;gt;&lt;br /&gt;
popraise, po&amp;lt;br&amp;gt;&lt;br /&gt;
bless, bl&amp;lt;br&amp;gt;&lt;br /&gt;
pray, pr&amp;lt;br&amp;gt;&lt;br /&gt;
relief, dr&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot to, in the example above, perform population raising if needed every 15-20 minutes, and if not needed then pray every 15-20 minutes. You may include any levying or comforting option in this, eg: ''comfortpolicy 15 20 popraise food pray'', to have the bot perform population raising if needed every 15-20 minutes, and if not then levy food every 15-20 minutes and follow with a prayer every 15-20 minutes.&lt;br /&gt;
&lt;br /&gt;
Multiple types of resources can be listed for levying, it will cycle through them each time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Distancepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| distancepolicy npc_farming npc_building medal_farming valley_capturing map_scanning&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;distancepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10 20 5 25 25&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot how far, in miles, it may go from your city to perform these actions in order. This number must be a whole number between 5 and 50.&lt;br /&gt;
&lt;br /&gt;
The valley capturing distance also specifies how far the bot may go to [[Valley_Goals#SafeValleyFarm|farm valleys safely]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rallypolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| rallypolicy policytype:[level:]:maximumslots [policytype:[level:]:maximumslots]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;rallypolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;n:10:1 n:8 v:1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Arguments:&lt;br /&gt;
| &lt;br /&gt;
n = npc farming&amp;lt;br&amp;gt;&lt;br /&gt;
b = buildnpc&amp;lt;br&amp;gt;&lt;br /&gt;
v = valleyfarming&amp;lt;br&amp;gt;&lt;br /&gt;
m = medal hunting&amp;lt;br&amp;gt;&lt;br /&gt;
t = troop transfer&amp;lt;br&amp;gt;&lt;br /&gt;
r = resource transfer (non-emergency)&amp;lt;br&amp;gt;&lt;br /&gt;
a = valley acquisition&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will allow you to instruct the bot how many of each mission can be done at the rally. This does not reserve rally spots for these tasks, it merely limits how many it can do at one time. Rallypolicy counts both returning and marching missions in it's total.&lt;br /&gt;
&lt;br /&gt;
You could, for example, do ''rallypolicy n:10:1 n:6 v:5 b:2'', which would instruct your bot that it may use up to 1 slot for npc10s, 6 slots total for npcs (which would count the npc10 as one of them), 5 slots for valley farming/medal hunting, and 2 slots for npc building. You won't need a lvl 13 rally spot for this to work. Whichever task is performed first can use UP TO that many slots, then the next task will use UP TO it's limit or the rally spot limit, so on and so forth until your rally spots are all in use, the rallypolicy limit is reached for every task, or your tasks are all in progress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Taxpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| taxpolicy min_rate max_rate&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;taxpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20 100&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This policy will tell the bot the range of tax you want set. The example above would maintain a minimum 20% tax rate and 100% maximum rate. If the bot detects that additional gold is necessary to prevent a revolt, it will increase the tax rate as necessary, up to &amp;quot;max_rate&amp;quot;. The default values are 0 (min) and 100 (max). A default of 0 (min) allows the bot to maintain maximum population. Players with established accounts will probably wish to use the defaults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extrafood==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config extrafood:[days]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;extrafood&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default the bot will attempt to keep 1 day worth of food for each city, but you can change this amount with this goal. The bot will not queue troops, queue wall fortifications, or sell food if it would bring it below this number of days. Less than 1 day is also possible, eg: config extrafood:0.5.&lt;br /&gt;
&lt;br /&gt;
This goal is removed in rev1847 and later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nohealing==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config nohealing:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;nohealing&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When this goal is turned on, it will tell your bot that you do not want it to heal injured troops in the medic camp. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ReportsToKeep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| reportstokeep &amp;lt;nowiki&amp;gt;items(0|1)&amp;lt;/nowiki&amp;gt; valley.HighLoss npc5.HighLoss npc10.LowLoss npc10.HighLoss&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;reportstokeep &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;500 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;b&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3800 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;6000&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot which reports you want it to keep. In the above example, any report with a treasure acquired will be kept because the first number is set to &amp;quot;1&amp;quot;. Any valley attack report will be kept if the archers lost in it are 500 or more. Any npc5 attack report will be kept if 1 or more ballista are lost. Any npc10 report will be kept if the archers lost are lower than 3.8k or higher than 6k. All other reports will be read and deleted by the bot. You can set these numbers to 0 in order to have it keep every report, eg: reportstokeep 1 a:0 b:0 a:0 a:0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Excludelist==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| excludelist coord1 coord2 [...] coordX&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;excludelist &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;222 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;333 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;444&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive will tell the bot to exclude anything at those coordinates. No npc farming runs, valley acquisition runs, valley farming runs, npc building missions, or flat acquisition runs will be sent to these coordinates. This single goal can (and in the future will completely) replace [[General_Goals#NoAbandonFlats|noabandonflats]], [[NPC_Goals#Npcexcludelist|npcexcludelist]], and [[NPC_Goals#Npc10excludelist|npc10excludelist]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==NoAbandonFlats==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| noabandonflats flat1 flat2 [...] flatX&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;noabandonflats &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;222 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;333 111&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;444&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive is now obsolete. Please use [[General_Goals#Excludelist|excludelist]] instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abandon==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config abandon:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;abandon&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal tells the bot that you are planning to abandon this city. The bot will destroy all troops, wall defenses, and queues in the city and will lower loyalty by levying and adjusting the tax rate upwards. The bot will not perform comforting actions on the city with this goal set. This is useful when you plan to give a city away or abandon it. The bot will not automatically abandon the city once it reaches 0 loyalty. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;WARNING!!! You should run [[City_Scripts#evacuatetown | evacuatetown]] in the scripts window before you set this goal!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Main_Page&amp;diff=25457</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Main_Page&amp;diff=25457"/>
				<updated>2012-08-16T11:18:13Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NeatBot is an Evony helper.''' &lt;br /&gt;
&lt;br /&gt;
* NeatBot can build npcs for you, and do your npc farming.&lt;br /&gt;
* NeatBot can manage your heroes for you.&lt;br /&gt;
* NeatBot can queue troops for you.&lt;br /&gt;
* NeatBot can acquire, farm, and hunt medals for you from valleys.&lt;br /&gt;
* NeatBot can manage your resources via market trading and shipping them city to city.&lt;br /&gt;
* NeatBot can build your city and do your research for you on new accounts.&lt;br /&gt;
* NeatBot has powerful defensive features for your city such as comforting, defensepolicy, and gatecontrol...&lt;br /&gt;
* NeatBot can build fortifications for defense on your walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NeatBot is not a replacement for you.'''&lt;br /&gt;
&lt;br /&gt;
* NeatBot cannot decide what is the best defense for your city.&lt;br /&gt;
* NeatBot cannot do what you forget to tell it to do.&lt;br /&gt;
* NeatBot cannot fix your poorly written goals or scripts to prevent you from doing something stupid.&lt;br /&gt;
* NeatBot cannot teach you how to use itself, please read the forums/guide.&lt;br /&gt;
* NeatBot cannot teach you game mechanics or make you a good player, it just gives you the foundation to be able to be that.&lt;br /&gt;
* NeatBot cannot ever be as good as you - so don't forget to PLAY your account in between all the botting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''''Disclaimer by Inanna'''''&lt;br /&gt;
&lt;br /&gt;
This wiki is, quite obviously, used from sources ranging as far back as Evobot's Wiki and as recent as YAEB's Wiki (which I also wrote). No infringement upon anyone's copywrites or intellectual property is intended. YAEB was branched from the AutoEvony project, AutoEvony came from Evobot, and I'm sure in the future some other bot will be taken from NeatBot. Such is the way of the internet. Thank you to all who came in the past to bring this bot and this wiki into the present, and will take it into the future. Credit freely given where credit is due.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Captcha_Setup&amp;diff=25456</id>
		<title>Captcha Setup</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Captcha_Setup&amp;diff=25456"/>
				<updated>2012-08-16T11:15:47Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: Replaced content with &amp;quot;&amp;lt;br&amp;gt;
&amp;lt;br&amp;gt;
&amp;lt;br&amp;gt;
&amp;lt;br&amp;gt;
&amp;lt;br&amp;gt;


= Captcha Pricing Chart =

&amp;lt;br&amp;gt;

= Setup Your Bot to Autosolve Captchas =&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Captcha Pricing Chart =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Setup Your Bot to Autosolve Captchas =&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Global_Settings&amp;diff=25455</id>
		<title>Global Settings</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Global_Settings&amp;diff=25455"/>
				<updated>2012-08-16T11:15:05Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: Replaced content with &amp;quot;When You click on this button a sperate dialogue box will open with 5 separate configurable settings

==Map Colors==

&amp;lt;br&amp;gt;

==Log Colors==

&amp;lt;br&amp;gt;

==Auto Use Items==

&amp;lt;br&amp;gt;

==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When You click on this button a sperate dialogue box will open with 5 separate configurable settings&lt;br /&gt;
&lt;br /&gt;
==Map Colors==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Log Colors==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Auto Use Items==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Captcha==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Binary==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Mac_App_Setup&amp;diff=25454</id>
		<title>Mac App Setup</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Mac_App_Setup&amp;diff=25454"/>
				<updated>2012-08-16T11:12:35Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: Replaced content with &amp;quot;=Basic Setup=

=Advanced Tips=

=Mac OSX Binary Manager=


==Basic Setup==


==Usage==
==Comments==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Basic Setup=&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips=&lt;br /&gt;
&lt;br /&gt;
=Mac OSX Binary Manager=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Setup==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
==Comments==&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Mac_App_Setup&amp;diff=25453</id>
		<title>Mac App Setup</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Mac_App_Setup&amp;diff=25453"/>
				<updated>2012-08-16T11:12:03Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Basic Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Basic Setup=&lt;br /&gt;
&lt;br /&gt;
=Advanced Tips=&lt;br /&gt;
&lt;br /&gt;
'''Thank you to DarioJames for this guide!'''&lt;br /&gt;
&lt;br /&gt;
So you do not want to have multiple copies of the YAEB.app but want to run multiple instances?&lt;br /&gt;
&lt;br /&gt;
How you ask?&lt;br /&gt;
&lt;br /&gt;
I will tell you a method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open up Terminal. Application &amp;gt; Utilities &amp;gt; Terminal.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mac_bot_7.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enter an open command. e.g. open /path/to/your/bot/YAEB.app --args -u your_info@your_email.net -s 158. The --args argument passes the rest of the options on to the YAEB.app.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mac_bot_8.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To run another instance you need on use the -n argument of the open command. e.g. open /path/to/your/bot/YAEB.app -n --args -u your_info_for_2nd_bot@your_email.net -s 158.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Mac_bot_9.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those of you who are script savy should be able to figure out how to make a pseudo instance manager for at least starting up your bots.&lt;br /&gt;
&lt;br /&gt;
=Mac OSX Binary Manager=&lt;br /&gt;
&lt;br /&gt;
'''Thank you to Dismayed for this guide and Qualan for the open source Mac OSX Binary Manager'''&lt;br /&gt;
 &lt;br /&gt;
You can find the download for this open source Manager at: https://github.com/mquinnv/Java-Binary-Manager&amp;lt;br&amp;gt;&lt;br /&gt;
You can find the forum post for help with this Manager at: http://forum.duelingelectrons.com/viewtopic.php?f=13&amp;amp;t=11607&lt;br /&gt;
&lt;br /&gt;
''YAEB did not create this program, but can attest that we have had no complaints about it killing their mothers or eating their dogs from users. As always with third party programs, use at your own risk.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Setup==&lt;br /&gt;
&lt;br /&gt;
To begin, download the latest version of YAEB Mac OSX .app bot from the forum. You can save this anywhere you like - I have installed it like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Mac_setup_1.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now download the Mac Binary Manager linked above.&lt;br /&gt;
&lt;br /&gt;
[[File:Mac_setup_2.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click on the Downloads, and download a zip.&lt;br /&gt;
&lt;br /&gt;
[[File:Mac_setup_3.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy the download to your YAEB application directory&lt;br /&gt;
&lt;br /&gt;
[[File:Mac_setup_4.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now unpack the archive&lt;br /&gt;
&lt;br /&gt;
[[File:Mac_setup_5.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For convenience I copied the app into main directory and closed the branches and i looks like this&lt;br /&gt;
&lt;br /&gt;
[[File:Mac_setup_6.png|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thats it, you have the Mac Manager.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Each time that download a new version of the YAEB.app you will need to run it direct - e.g. Double Click on YAEB.app above. This will pause and will bring up the usual message that you are running an application from the internet - click ok and close.&lt;br /&gt;
If you do not do this every instance that the Mac Binary Manager opens will come up with the same message.&lt;br /&gt;
&lt;br /&gt;
Now run the Binary Manager.app&lt;br /&gt;
&lt;br /&gt;
[[File:Mac_setup_7.png|700px]]&lt;br /&gt;
&lt;br /&gt;
I have clicked Change and selected the YAEB.app and added 3 accounts.&lt;br /&gt;
&lt;br /&gt;
As you can see the first Combo Box is for Groups. My usual Groups are:&amp;lt;br&amp;gt;&lt;br /&gt;
Group 1 - Mine&amp;lt;br&amp;gt;&lt;br /&gt;
Group 2 - Friends&amp;lt;br&amp;gt;&lt;br /&gt;
Group 3 - Alliance&amp;lt;br&amp;gt;&lt;br /&gt;
For this demo I have created a group - YAEB WIKI&lt;br /&gt;
&lt;br /&gt;
Execute by selecting an account - or many accounts - and click start button which will bring up the YAEB login screen/screens.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
YAEB (on my machine) saves its login data in:&amp;lt;br&amp;gt;&lt;br /&gt;
Macintosh HD/&lt;br /&gt;
      Users/&lt;br /&gt;
          MyUserName/&lt;br /&gt;
              Library/&lt;br /&gt;
                 Preferences/&lt;br /&gt;
                    Macromedia/&lt;br /&gt;
                       Flash Player/&lt;br /&gt;
                           #SharedObjects/&lt;br /&gt;
                              9748QH3Q/&lt;br /&gt;
                                localhost/&lt;br /&gt;
                                  #YAEB/&lt;br /&gt;
                                     server name&lt;br /&gt;
&lt;br /&gt;
Clearing Cache and Cookies does not delete these files.&lt;br /&gt;
I have not been able to find where the Binary Manager saves its data,clearing cache and cookies retains the groups and the login names but does not retain the information of login and password. Result - clear cache and cookies - you will need to enter the login info but having sdone so then your cities goals will still be there.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Windows_Setup&amp;diff=25452</id>
		<title>Windows Setup</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Windows_Setup&amp;diff=25452"/>
				<updated>2012-08-16T11:11:11Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* FAQ for the Manager and Director */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Director ==&lt;br /&gt;
&lt;br /&gt;
You can find a nice video tutorial on the official website for the director here: http://sumrandomguy.com/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Manager ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FAQ for the Manager and Director ==&lt;br /&gt;
&lt;br /&gt;
'''Q: What are the Binary Manager and Director? Are they bots?'''&lt;br /&gt;
&lt;br /&gt;
A ''binary'' is just a program compiled to run on your computer... NeatBot.exe is a binary - or binary bot, as we like to call it. Both the Binary Manager and the Binary Director are programs that will allow you to setup profiles for each binary bot you would normally run. With these profiles you can start, stop, restart, and even set the bots to auto-run. The Manager/Director itself is not a bot, you will need to download the binary bot also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Is the Binary Manager or Director required to use the binary bots?'''&lt;br /&gt;
&lt;br /&gt;
No. You are free to run and use the bots without either of them, but if you run multiple accounts or servers, this will be very helpful to you. If you're not going to use the Manager or Director, you should keep a seperate folder for each account and/or server, so that when you run the NeatBot.exe you will not have to type in the login details each time. If using the Manager or Director, you're able to keep only 1 folder for all accounts to share.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Can I use the Binary Manager or Director on my Linux or Mac OSX machine?'''&lt;br /&gt;
&lt;br /&gt;
No. At this time they only work for Windows operating systems. You should be able to emulate it with WINE or similar Windows emulators on another OS. The menu links to your left will take you to a guide for setting up multiple bots with Mac OSX written by DarioJames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: What is .NET Framework 4 and why do I need it?'''&lt;br /&gt;
&lt;br /&gt;
If you're getting a message from the Binary Manager that it needs .NET Framework 4 installed, go to [http://www.microsoft.com/download/en/details.aspx?id=17851 http://www.microsoft.com/download/en/details.aspx?id=17851] and download it. The Manager needs the files from that in order to run on your computer. The Binary Director will not need these files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: How do I update the Manager or Director? Or the bots I use with it?'''&lt;br /&gt;
&lt;br /&gt;
This is super easy and why they are a great idea to use with multiple accounts. For the Manager or Director, download the new version and drop it into the folder where the old one is, allow the new version to overwrite the old one, restart it. For the Manager only you can also opt to run the auto-updater to allow it to download the updates for you. Future versions of the Manager are planned to update themselves automatically.&lt;br /&gt;
&lt;br /&gt;
To update to a new NeatBot.exe, download the new version, shutdown all your currently running bots, and drop it in the folder. Run the Binary Manager or Director and click the &amp;quot;Change&amp;quot; button at the bottom [see Setup above] and select the new NeatBot.exe you just downloaded. Now restart your bots and they'll be using this new one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Will I lose my goals if I start using this?'''&lt;br /&gt;
&lt;br /&gt;
Maybe, but not because of the Manager or the Director. The Manager and Director themselves do not save your goals, all they do is help you to manage the bots you run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Do I need to keep the Binary Manager or Director running while using my bots?'''&lt;br /&gt;
&lt;br /&gt;
You need to turn on the Manager or Director in order to launch your bots if they're not currently running. Afterwards you can close it or leave it running, your choice. You can close bots by clicking the &amp;quot;x&amp;quot; on the top right corner of their windows if you wish, or you can close them through the Manager or Director interface. &lt;br /&gt;
&lt;br /&gt;
However, both the Manager and Director have options to automatically restart your bots on a schedule, and the Director has an option to automatically restart your bots if they begin using too much computer RAM. These restart options require the Manager or Director to be running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Can the binary manager be used for anything other than bots?'''&lt;br /&gt;
&lt;br /&gt;
The Binary Manager opens the selected exe with the name you added as a parameter. As long as you know what this means, you can use it on what ever file you like.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Windows_Setup&amp;diff=25451</id>
		<title>Windows Setup</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Windows_Setup&amp;diff=25451"/>
				<updated>2012-08-16T11:10:56Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* FAQ for the Manager and Director */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Director ==&lt;br /&gt;
&lt;br /&gt;
You can find a nice video tutorial on the official website for the director here: http://sumrandomguy.com/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Manager ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FAQ for the Manager and Director ==&lt;br /&gt;
&lt;br /&gt;
'''Q: What are the Binary Manager and Director? Are they bots?'''&lt;br /&gt;
&lt;br /&gt;
A ''binary'' is just a program compiled to run on your computer... NeatBot.exe is a binary - or binary bot, as we like to call it. Both the Binary Manager and the Binary Director are programs that will allow you to setup profiles for each binary bot you would normally run. With these profiles you can start, stop, restart, and even set the bots to auto-run. The Manager/Director itself is not a bot, you will need to download the binary bot also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Is the Binary Manager or Director required to use the binary bots?'''&lt;br /&gt;
&lt;br /&gt;
No. You are free to run and use the bots without either of them, but if you run multiple accounts or servers, this will be very helpful to you. If you're not going to use the Manager or Director, you should keep a seperate folder for each account and/or server, so that when you run the NeatBot.exe you will not have to type in the login details each time. If using the Manager or Director, you're able to keep only 1 folder for all accounts to share.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Can I use the Binary Manager or Director on my Linux or Mac OSX machine?'''&lt;br /&gt;
&lt;br /&gt;
No. At this time they only work for Windows operating systems. You should be able to emulate it with WINE or similar Windows emulators on another OS. The menu links to your left will take you to a guide for setting up multiple bots with Mac OSX written by DarioJames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: What is .NET Framework 4 and why do I need it?'''&lt;br /&gt;
&lt;br /&gt;
If you're getting a message from the Binary Manager that it needs .NET Framework 4 installed, go to [http://www.microsoft.com/download/en/details.aspx?id=17851 http://www.microsoft.com/download/en/details.aspx?id=17851] and download it. The Manager needs the files from that in order to run on your computer. The Binary Director will not need these files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: How do I update the Manager or Director? Or the bots I use with it?'''&lt;br /&gt;
&lt;br /&gt;
This is super easy and why they are a great idea to use with multiple accounts. For the Manager or Director, download the new version and drop it into the folder where the old one is, allow the new version to overwrite the old one, restart it. For the Manager only you can also opt to run the auto-updater to allow it to download the updates for you. Future versions of the Manager are planned to update themselves automatically.&lt;br /&gt;
&lt;br /&gt;
To update to a new YAEB.exe, download the new version, shutdown all your currently running bots, and drop it in the folder. Run the Binary Manager or Director and click the &amp;quot;Change&amp;quot; button at the bottom [see Setup above] and select the new NeatBot.exe you just downloaded. Now restart your bots and they'll be using this new one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Will I lose my goals if I start using this?'''&lt;br /&gt;
&lt;br /&gt;
Maybe, but not because of the Manager or the Director. The Manager and Director themselves do not save your goals, all they do is help you to manage the bots you run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Do I need to keep the Binary Manager or Director running while using my bots?'''&lt;br /&gt;
&lt;br /&gt;
You need to turn on the Manager or Director in order to launch your bots if they're not currently running. Afterwards you can close it or leave it running, your choice. You can close bots by clicking the &amp;quot;x&amp;quot; on the top right corner of their windows if you wish, or you can close them through the Manager or Director interface. &lt;br /&gt;
&lt;br /&gt;
However, both the Manager and Director have options to automatically restart your bots on a schedule, and the Director has an option to automatically restart your bots if they begin using too much computer RAM. These restart options require the Manager or Director to be running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Can the binary manager be used for anything other than bots?'''&lt;br /&gt;
&lt;br /&gt;
The Binary Manager opens the selected exe with the name you added as a parameter. As long as you know what this means, you can use it on what ever file you like.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Windows_Setup&amp;diff=25450</id>
		<title>Windows Setup</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Windows_Setup&amp;diff=25450"/>
				<updated>2012-08-16T11:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Director ==&lt;br /&gt;
&lt;br /&gt;
You can find a nice video tutorial on the official website for the director here: http://sumrandomguy.com/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Manager ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FAQ for the Manager and Director ==&lt;br /&gt;
&lt;br /&gt;
'''Q: What are the Binary Manager and Director? Are they bots?'''&lt;br /&gt;
&lt;br /&gt;
A ''binary'' is just a program compiled to run on your computer... NeatBot.exe is a binary - or binary bot, as we like to call it. Both the Binary Manager and the Binary Director are programs that will allow you to setup profiles for each binary bot you would normally run. With these profiles you can start, stop, restart, and even set the bots to auto-run. The Manager/Director itself is not a bot, you will need to download the binary bot also.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Is the Binary Manager or Director required to use the binary bots?'''&lt;br /&gt;
&lt;br /&gt;
No. You are free to run and use the bots without either of them, but if you run multiple accounts or servers, this will be very helpful to you. If you're not going to use the Manager or Director, you should keep a seperate folder for each account and/or server, so that when you run the YAEB.exe you will not have to type in the login details each time. If using the Manager or Director, you're able to keep only 1 folder for all accounts to share.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Can I use the Binary Manager or Director on my Linux or Mac OSX machine?'''&lt;br /&gt;
&lt;br /&gt;
No. At this time they only work for Windows operating systems. You should be able to emulate it with WINE or similar Windows emulators on another OS. The menu links to your left will take you to a guide for setting up multiple bots with Mac OSX written by DarioJames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: What is .NET Framework 4 and why do I need it?'''&lt;br /&gt;
&lt;br /&gt;
If you're getting a message from the Binary Manager that it needs .NET Framework 4 installed, go to [http://www.microsoft.com/download/en/details.aspx?id=17851 http://www.microsoft.com/download/en/details.aspx?id=17851] and download it. The Manager needs the files from that in order to run on your computer. The Binary Director will not need these files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: How do I update the Manager or Director? Or the bots I use with it?'''&lt;br /&gt;
&lt;br /&gt;
This is super easy and why they are a great idea to use with multiple accounts. For the Manager or Director, download the new version and drop it into the folder where the old one is, allow the new version to overwrite the old one, restart it. For the Manager only you can also opt to run the auto-updater to allow it to download the updates for you. Future versions of the Manager are planned to update themselves automatically.&lt;br /&gt;
&lt;br /&gt;
To update to a new YAEB.exe, download the new version, shutdown all your currently running bots, and drop it in the folder. Run the Binary Manager or Director and click the &amp;quot;Change&amp;quot; button at the bottom [see Setup above] and select the new NeatBot.exe you just downloaded. Now restart your bots and they'll be using this new one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Will I lose my goals if I start using this?'''&lt;br /&gt;
&lt;br /&gt;
Maybe, but not because of the Manager or the Director. The Manager and Director themselves do not save your goals, all they do is help you to manage the bots you run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Do I need to keep the Binary Manager or Director running while using my bots?'''&lt;br /&gt;
&lt;br /&gt;
You need to turn on the Manager or Director in order to launch your bots if they're not currently running. Afterwards you can close it or leave it running, your choice. You can close bots by clicking the &amp;quot;x&amp;quot; on the top right corner of their windows if you wish, or you can close them through the Manager or Director interface. &lt;br /&gt;
&lt;br /&gt;
However, both the Manager and Director have options to automatically restart your bots on a schedule, and the Director has an option to automatically restart your bots if they begin using too much computer RAM. These restart options require the Manager or Director to be running.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Q: Can the binary manager be used for anything other than bots?'''&lt;br /&gt;
&lt;br /&gt;
The Binary Manager opens the selected exe with the name you added as a parameter. As long as you know what this means, you can use it on what ever file you like.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Contact_Us&amp;diff=25449</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Contact_Us&amp;diff=25449"/>
				<updated>2012-08-16T10:52:43Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you need help with your bot, you can contact us...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''On the forums at'''&lt;br /&gt;
&lt;br /&gt;
[http://forum.neatportal.com/ http://forum.neatportal.com/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VIP Donators only skype at'''&lt;br /&gt;
&lt;br /&gt;
skype:?chat&amp;amp;blob=DIPlJqN1tHvGKWOUebZcbrwhcbAMyT2bghfemu4E0tf2JDjyxpYNVZmiP3bVHQ (just copy/paste this into your browser)&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Contact_Us&amp;diff=25448</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Contact_Us&amp;diff=25448"/>
				<updated>2012-08-16T10:47:57Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you need help with your bot, you can contact us...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''On the forums at'''&lt;br /&gt;
&lt;br /&gt;
[http://forum.neatportal.com/ http://forum.neatportal.com/]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''VIP Donators only skype at'''&lt;br /&gt;
&lt;br /&gt;
... (just copy/paste this into your browser)&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=MediaWiki:Sidebar&amp;diff=25447</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=MediaWiki:Sidebar&amp;diff=25447"/>
				<updated>2012-08-16T10:45:09Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* SEARCH&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
** A-Z|A-Z Index&lt;br /&gt;
&lt;br /&gt;
* Introduction&lt;br /&gt;
** Main_Page|Welcome page&lt;br /&gt;
** Browser Setup|Setup (browser/.swf)&lt;br /&gt;
** Windows Setup|Setup (Windows binary)&lt;br /&gt;
** Mac App Setup|Setup (Mac OSX binary)&lt;br /&gt;
** Linux Setup|Setup (Linux binary)&lt;br /&gt;
** User Interface|User Interface&lt;br /&gt;
** Global Settings|Global Settings&lt;br /&gt;
** Captcha Setup|Captcha Setup&lt;br /&gt;
&lt;br /&gt;
* Goals&lt;br /&gt;
** Intro to Goals|Intro to Goals&lt;br /&gt;
** General Goals|General&lt;br /&gt;
** Hero Goals|Heroes&lt;br /&gt;
** NPC Goals|NPCs&lt;br /&gt;
** Troop Goals|Troops&lt;br /&gt;
** Building Goals|Buildings&lt;br /&gt;
** Research Goals|Research&lt;br /&gt;
** Fortification Goals|Fortifications&lt;br /&gt;
** Valley Goals|Valleys&lt;br /&gt;
** Combat Goals|Combat&lt;br /&gt;
** Resource Goals|Resources&lt;br /&gt;
&lt;br /&gt;
* Scripts&lt;br /&gt;
** Intro to Scripts|Intro to Scripts&lt;br /&gt;
** Advanced Scripting|Advanced Scripts&lt;br /&gt;
** Account Scripts|Account&lt;br /&gt;
** City Scripts|City&lt;br /&gt;
** Informational Scripts|Informational&lt;br /&gt;
** Hero Scripts|Hero&lt;br /&gt;
** Deployment Scripts|Deployment&lt;br /&gt;
** Troop Scripts|Troop &amp;amp; Fortification&lt;br /&gt;
** Building Scripts|Building&lt;br /&gt;
** Research Scripts|Research&lt;br /&gt;
** Resource Scripts|Resource&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** In-Line Commands|In-Line Commands&lt;br /&gt;
** Contact Us|Contact Us&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=MediaWiki:Sidebar&amp;diff=25446</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=MediaWiki:Sidebar&amp;diff=25446"/>
				<updated>2012-08-16T10:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* SEARCH&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
** A-Z|A-Z Index&lt;br /&gt;
&lt;br /&gt;
* Introduction&lt;br /&gt;
** Main_Page|Welcome page&lt;br /&gt;
** Browser Setup|Setup (browser/.swf)&lt;br /&gt;
** Windows Setup|Setup (Windows binary)&lt;br /&gt;
** Mac App Setup|Setup (Mac OSX binary)&lt;br /&gt;
** Linux Setup|Setup (Linux binary)&lt;br /&gt;
** User Interface|User Interface&lt;br /&gt;
** Global Settings|Global Settings&lt;br /&gt;
** Captcha Setup|Captcha Setup&lt;br /&gt;
&lt;br /&gt;
* Goals&lt;br /&gt;
** Intro to Goals|Intro to Goals&lt;br /&gt;
** General Goals|General&lt;br /&gt;
** Hero Goals|Heroes&lt;br /&gt;
** NPC Goals|NPCs&lt;br /&gt;
** Troop Goals|Troops&lt;br /&gt;
** Building Goals|Buildings&lt;br /&gt;
** Research Goals|Research&lt;br /&gt;
** Fortification Goals|Fortifications&lt;br /&gt;
** Valley Goals|Valleys&lt;br /&gt;
** Combat Goals|Combat&lt;br /&gt;
** Resource Goals|Resources&lt;br /&gt;
&lt;br /&gt;
* Scripts&lt;br /&gt;
** Intro to Scripts|Intro to Scripts&lt;br /&gt;
** Advanced Scripting|Advanced Scripts&lt;br /&gt;
** Account Scripts|Account&lt;br /&gt;
** City Scripts|City&lt;br /&gt;
** Informational Scripts|Informational&lt;br /&gt;
** Hero Scripts|Hero&lt;br /&gt;
** Deployment Scripts|Deployment&lt;br /&gt;
** Troop Scripts|Troop &amp;amp; Fortification&lt;br /&gt;
** Building Scripts|Building&lt;br /&gt;
** Research Scripts|Research&lt;br /&gt;
** Resource Scripts|Resource&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** In-Line Commands|In-Line Commands&lt;br /&gt;
** User Shared Scripts|Shared Scripts &amp;amp; Goals&lt;br /&gt;
** Contact Us|Contact Us&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=MediaWiki:Sidebar&amp;diff=25445</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=MediaWiki:Sidebar&amp;diff=25445"/>
				<updated>2012-08-16T10:44:03Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* SEARCH&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
** A-Z|A-Z Index&lt;br /&gt;
&lt;br /&gt;
* Introduction&lt;br /&gt;
** Main_Page|Welcome page&lt;br /&gt;
** Browser Setup|Setup (browser/.swf)&lt;br /&gt;
** Windows Setup|Setup (Windows binary)&lt;br /&gt;
** Mac App Setup|Setup (Mac OSX binary)&lt;br /&gt;
** Linux Setup|Setup (Linux binary)&lt;br /&gt;
** User Interface|User Interface&lt;br /&gt;
** Global Settings|Global Settings&lt;br /&gt;
** Captcha Setup|Captcha Setup&lt;br /&gt;
&lt;br /&gt;
* Goals&lt;br /&gt;
** Intro to Goals|Intro to Goals&lt;br /&gt;
** General Goals|General&lt;br /&gt;
** Hero Goals|Heroes&lt;br /&gt;
** NPC Goals|NPCs&lt;br /&gt;
** Troop Goals|Troops&lt;br /&gt;
** Building Goals|Buildings&lt;br /&gt;
** Research Goals|Research&lt;br /&gt;
** Fortification Goals|Fortifications&lt;br /&gt;
** Valley Goals|Valleys&lt;br /&gt;
** Combat Goals|Combat&lt;br /&gt;
** Resource Goals|Resources&lt;br /&gt;
&lt;br /&gt;
* Scripts&lt;br /&gt;
** Intro to Scripts|Intro to Scripts&lt;br /&gt;
** Advanced Scripting|Advanced Scripts&lt;br /&gt;
** Account Scripts|Account&lt;br /&gt;
** City Scripts|City&lt;br /&gt;
** Informational Scripts|Informational&lt;br /&gt;
** Hero Scripts|Hero&lt;br /&gt;
** Deployment Scripts|Deployment&lt;br /&gt;
** Troop Scripts|Troop &amp;amp; Fortification&lt;br /&gt;
** Building Scripts|Building&lt;br /&gt;
** Research Scripts|Research&lt;br /&gt;
** Resource Scripts|Resource&lt;br /&gt;
&lt;br /&gt;
* Misc.&lt;br /&gt;
** User Shared Scripts|User Shared Scripts &amp;amp; Goals&lt;br /&gt;
** In-Line Commands|In-Line Commands&lt;br /&gt;
** Contact Us|Contact Us&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Resource_Scripts&amp;diff=25444</id>
		<title>Resource Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Resource_Scripts&amp;diff=25444"/>
				<updated>2012-08-16T10:40:50Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* EndKeepResource */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Buy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buy resource quantity price &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buy food 10000 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Buys resources from the market.&lt;br /&gt;
&lt;br /&gt;
In the example above the script will try to buy 10,000 food at a bid price of 6.&amp;lt;br&amp;gt;&lt;br /&gt;
Resource name must be among ''food, lumber, stone &amp;amp; iron'' and must be spelled out.&lt;br /&gt;
&lt;br /&gt;
==Sell==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sell resource quantity price &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sell food 20000 8 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sells resources on the market.&lt;br /&gt;
&lt;br /&gt;
In the example above the script will try to sell 20,000 food at an offer price of 8.&amp;lt;br&amp;gt;&lt;br /&gt;
Resource name must be among ''food, lumber, stone &amp;amp; iron'' and must be spelled out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CancelTrade==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| canceltrade&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| canceltrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cancels all pending trades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DumpResource==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| dumpresource xxx,yyy condition resource&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| dumpresource 111,222 f:11000,g:44000 f:3000,g:9000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dump resource to another location when there are too much resource, transporters are needed.&lt;br /&gt;
&lt;br /&gt;
In the above example when food reaches 11,000 and gold reaches 44,000 then tranport 3,000 food and 9,000 gold to the city at 111,222&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25443</id>
		<title>City Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25443"/>
				<updated>2012-08-16T10:37:18Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* RenameCity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comfort==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| comfort comforttype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
comfort pray&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 1&amp;lt;br&amp;gt;&lt;br /&gt;
comfort bless&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the comfort commands in the city that it is run from.&lt;br /&gt;
&lt;br /&gt;
'''comforttype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || relief&lt;br /&gt;
|-&lt;br /&gt;
| 2 || pray&lt;br /&gt;
|-&lt;br /&gt;
| 3 || bless&lt;br /&gt;
|-&lt;br /&gt;
| 4 || popraise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Levy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| levy levytype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
levy 1&lt;br /&gt;
levy food&amp;lt;br&amp;gt;&lt;br /&gt;
levy 3&amp;lt;br&amp;gt;&lt;br /&gt;
levy stone&amp;lt;br&amp;gt;&lt;br /&gt;
levy 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the levy actions in the city run from.&lt;br /&gt;
&lt;br /&gt;
'''levytype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || food&lt;br /&gt;
|-&lt;br /&gt;
| 3 || wood&lt;br /&gt;
|-&lt;br /&gt;
| 4 || stone&lt;br /&gt;
|-&lt;br /&gt;
| 5 || iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SetTaxRate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| settaxrate rate%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| settaxrate 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets Tax Rate to 20%&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| production food% wood% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| production 100 100 100 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets city production of resources.  You must use a number between 0 and 100. This script will also adjust the corresponding [[Resource_Goals#Production|goal of the same name]].&lt;br /&gt;
&lt;br /&gt;
==SetFocus==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| setfocus&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| setfocus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bot functions in a linear manner, moving from one city to the next after a given amount of time.  The ''setfocus'' command will  cause the bot to immediately focus on the city from which the command is issued for one task cycle. Enabling the Task Flow debug option will allow you to see what one task cycle is, and how long it lasts.&lt;br /&gt;
&lt;br /&gt;
==RenameCity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| renamecity newname [picture ID 1-4]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
renamecity BottingRulz&amp;lt;br&amp;gt;&lt;br /&gt;
renamecity BottingRulz 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change a city's name and (optionally) picture. The picture IDs are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - [[File:Citylogo_01.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 - [[File:Citylogo_02.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 - [[File:Citylogo_03.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
4 - [[File:Citylogo_04.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Evacuatetown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| evacuatetown coords&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| evacuatetown 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script command will tell the bot to send all troops and resources that it can carry to the specified coordinates from this city, in order for the town to be abandoned later. The bot will leave all of the heroes in the city. You must move them manually. This script should be run before [[General_Goals#Abandon|config abandon:1]] is used in goals.&lt;br /&gt;
&lt;br /&gt;
To cancel the evacuation use '''EndEvacuate'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teleport==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| teleport [state or coords]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
teleport saxony&amp;lt;br&amp;gt;&lt;br /&gt;
teleport 111,222&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | States:&lt;br /&gt;
| &lt;br /&gt;
friesland, saxony, north march, bohemia,&amp;lt;br&amp;gt;&lt;br /&gt;
lower lorraine, franconia, thuringia, moravia,&amp;lt;br&amp;gt;&lt;br /&gt;
upper lorraine, swabia, bavaria, carinthia,&amp;lt;br&amp;gt;&lt;br /&gt;
burgundy, lombardy, tuscany, romagna&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Random teleports your city to the state specified, or if using coordinates instead will advanced teleport your city to the coordinates specified. When trying to advance teleport, the bot will first use the Pioneer teleports available after server merge if you have them.&lt;br /&gt;
&lt;br /&gt;
==Abandon==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| abandon XXX,YYY&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
abandon 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abandon the valley at 111,222&lt;br /&gt;
&lt;br /&gt;
==AbandonTown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| AbandonTown [city]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
abandontown 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
abandontown OtherCity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*You can only run ''abandontown'' from a different city than the one you want to abandon.&lt;br /&gt;
*The city being abandoned can be referred to by name or coordinates.&lt;br /&gt;
*The bot '''does not check''' for troops or heroes. Any heroes or troops in the town '''or travelling''' from the town will be irreplacably deleted. &lt;br /&gt;
*Be sure your escaping troops have arrived at their destination before abandoning any city.&lt;br /&gt;
&lt;br /&gt;
Abandontown should be used with care. It is best to allow the bot to BUILD NPCs, but for whatever purpose you must use this command DOUBLE CHECK that you have entered the correct coordinates or city name to be abandoned.  Be sure to run 'evacuatetown' script command previous to using this command if you have troops or resources in the city to be moved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;There are No 2nd Chances using this command!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no crying in baseball.  If you accidentaly delete your level 850 training hero, we feel really bad for you, but don't come crying to us.  We cannot get it back for you.&lt;br /&gt;
&lt;br /&gt;
==Buildcity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildcity xxx,yyy&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildcity 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to build a city on at 111,222. It will capture the flat for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To cancel a city building, use '''CancelBuildcity'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25442</id>
		<title>City Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25442"/>
				<updated>2012-08-16T10:36:54Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* SetFocus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comfort==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| comfort comforttype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
comfort pray&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 1&amp;lt;br&amp;gt;&lt;br /&gt;
comfort bless&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the comfort commands in the city that it is run from.&lt;br /&gt;
&lt;br /&gt;
'''comforttype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || relief&lt;br /&gt;
|-&lt;br /&gt;
| 2 || pray&lt;br /&gt;
|-&lt;br /&gt;
| 3 || bless&lt;br /&gt;
|-&lt;br /&gt;
| 4 || popraise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Levy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| levy levytype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
levy 1&lt;br /&gt;
levy food&amp;lt;br&amp;gt;&lt;br /&gt;
levy 3&amp;lt;br&amp;gt;&lt;br /&gt;
levy stone&amp;lt;br&amp;gt;&lt;br /&gt;
levy 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the levy actions in the city run from.&lt;br /&gt;
&lt;br /&gt;
'''levytype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || food&lt;br /&gt;
|-&lt;br /&gt;
| 3 || wood&lt;br /&gt;
|-&lt;br /&gt;
| 4 || stone&lt;br /&gt;
|-&lt;br /&gt;
| 5 || iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SetTaxRate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| settaxrate rate%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| settaxrate 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets Tax Rate to 20%&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| production food% wood% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| production 100 100 100 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets city production of resources.  You must use a number between 0 and 100. This script will also adjust the corresponding [[Resource_Goals#Production|goal of the same name]].&lt;br /&gt;
&lt;br /&gt;
==SetFocus==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| setfocus&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| setfocus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bot functions in a linear manner, moving from one city to the next after a given amount of time.  The ''setfocus'' command will  cause the bot to immediately focus on the city from which the command is issued for one task cycle. Enabling the Task Flow debug option will allow you to see what one task cycle is, and how long it lasts.&lt;br /&gt;
&lt;br /&gt;
==RenameCity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| renamecity newname [picture ID 1-4]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
renamecity YAEBRulz&amp;lt;br&amp;gt;&lt;br /&gt;
renamecity YAEBRulz 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change a city's name and (optionally) picture. The picture IDs are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - [[File:Citylogo_01.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 - [[File:Citylogo_02.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 - [[File:Citylogo_03.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
4 - [[File:Citylogo_04.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Evacuatetown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| evacuatetown coords&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| evacuatetown 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script command will tell the bot to send all troops and resources that it can carry to the specified coordinates from this city, in order for the town to be abandoned later. The bot will leave all of the heroes in the city. You must move them manually. This script should be run before [[General_Goals#Abandon|config abandon:1]] is used in goals.&lt;br /&gt;
&lt;br /&gt;
To cancel the evacuation use '''EndEvacuate'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teleport==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| teleport [state or coords]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
teleport saxony&amp;lt;br&amp;gt;&lt;br /&gt;
teleport 111,222&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | States:&lt;br /&gt;
| &lt;br /&gt;
friesland, saxony, north march, bohemia,&amp;lt;br&amp;gt;&lt;br /&gt;
lower lorraine, franconia, thuringia, moravia,&amp;lt;br&amp;gt;&lt;br /&gt;
upper lorraine, swabia, bavaria, carinthia,&amp;lt;br&amp;gt;&lt;br /&gt;
burgundy, lombardy, tuscany, romagna&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Random teleports your city to the state specified, or if using coordinates instead will advanced teleport your city to the coordinates specified. When trying to advance teleport, the bot will first use the Pioneer teleports available after server merge if you have them.&lt;br /&gt;
&lt;br /&gt;
==Abandon==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| abandon XXX,YYY&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
abandon 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abandon the valley at 111,222&lt;br /&gt;
&lt;br /&gt;
==AbandonTown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| AbandonTown [city]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
abandontown 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
abandontown OtherCity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*You can only run ''abandontown'' from a different city than the one you want to abandon.&lt;br /&gt;
*The city being abandoned can be referred to by name or coordinates.&lt;br /&gt;
*The bot '''does not check''' for troops or heroes. Any heroes or troops in the town '''or travelling''' from the town will be irreplacably deleted. &lt;br /&gt;
*Be sure your escaping troops have arrived at their destination before abandoning any city.&lt;br /&gt;
&lt;br /&gt;
Abandontown should be used with care. It is best to allow the bot to BUILD NPCs, but for whatever purpose you must use this command DOUBLE CHECK that you have entered the correct coordinates or city name to be abandoned.  Be sure to run 'evacuatetown' script command previous to using this command if you have troops or resources in the city to be moved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;There are No 2nd Chances using this command!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no crying in baseball.  If you accidentaly delete your level 850 training hero, we feel really bad for you, but don't come crying to us.  We cannot get it back for you.&lt;br /&gt;
&lt;br /&gt;
==Buildcity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildcity xxx,yyy&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildcity 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to build a city on at 111,222. It will capture the flat for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To cancel a city building, use '''CancelBuildcity'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25441</id>
		<title>City Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=City_Scripts&amp;diff=25441"/>
				<updated>2012-08-16T10:35:53Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* SetFocus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comfort==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| comfort comforttype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
comfort pray&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 1&amp;lt;br&amp;gt;&lt;br /&gt;
comfort bless&amp;lt;br&amp;gt;&lt;br /&gt;
comfort 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the comfort commands in the city that it is run from.&lt;br /&gt;
&lt;br /&gt;
'''comforttype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || relief&lt;br /&gt;
|-&lt;br /&gt;
| 2 || pray&lt;br /&gt;
|-&lt;br /&gt;
| 3 || bless&lt;br /&gt;
|-&lt;br /&gt;
| 4 || popraise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Levy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| levy levytype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
levy 1&lt;br /&gt;
levy food&amp;lt;br&amp;gt;&lt;br /&gt;
levy 3&amp;lt;br&amp;gt;&lt;br /&gt;
levy stone&amp;lt;br&amp;gt;&lt;br /&gt;
levy 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performs one of the levy actions in the city run from.&lt;br /&gt;
&lt;br /&gt;
'''levytype'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| 1 || gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || food&lt;br /&gt;
|-&lt;br /&gt;
| 3 || wood&lt;br /&gt;
|-&lt;br /&gt;
| 4 || stone&lt;br /&gt;
|-&lt;br /&gt;
| 5 || iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SetTaxRate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| settaxrate rate%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| settaxrate 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets Tax Rate to 20%&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| production food% wood% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| production 100 100 100 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sets city production of resources.  You must use a number between 0 and 100. This script will also adjust the corresponding [[Resource_Goals#Production|goal of the same name]].&lt;br /&gt;
&lt;br /&gt;
==SetFocus==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| setfocus&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| setfocus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bot functions in a linear manner, moving from one city to the next after a given amount of time.  The ''setfocus'' command will  cause the bot to immediately focus on the city from which the command is issued.&lt;br /&gt;
&lt;br /&gt;
==RenameCity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| renamecity newname [picture ID 1-4]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
renamecity YAEBRulz&amp;lt;br&amp;gt;&lt;br /&gt;
renamecity YAEBRulz 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Change a city's name and (optionally) picture. The picture IDs are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - [[File:Citylogo_01.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
2 - [[File:Citylogo_02.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 - [[File:Citylogo_03.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
4 - [[File:Citylogo_04.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Evacuatetown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| evacuatetown coords&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| evacuatetown 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script command will tell the bot to send all troops and resources that it can carry to the specified coordinates from this city, in order for the town to be abandoned later. The bot will leave all of the heroes in the city. You must move them manually. This script should be run before [[General_Goals#Abandon|config abandon:1]] is used in goals.&lt;br /&gt;
&lt;br /&gt;
To cancel the evacuation use '''EndEvacuate'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teleport==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| teleport [state or coords]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
teleport saxony&amp;lt;br&amp;gt;&lt;br /&gt;
teleport 111,222&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | States:&lt;br /&gt;
| &lt;br /&gt;
friesland, saxony, north march, bohemia,&amp;lt;br&amp;gt;&lt;br /&gt;
lower lorraine, franconia, thuringia, moravia,&amp;lt;br&amp;gt;&lt;br /&gt;
upper lorraine, swabia, bavaria, carinthia,&amp;lt;br&amp;gt;&lt;br /&gt;
burgundy, lombardy, tuscany, romagna&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Random teleports your city to the state specified, or if using coordinates instead will advanced teleport your city to the coordinates specified. When trying to advance teleport, the bot will first use the Pioneer teleports available after server merge if you have them.&lt;br /&gt;
&lt;br /&gt;
==Abandon==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| abandon XXX,YYY&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
abandon 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Abandon the valley at 111,222&lt;br /&gt;
&lt;br /&gt;
==AbandonTown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| AbandonTown [city]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
abandontown 111,222&amp;lt;br&amp;gt;&lt;br /&gt;
abandontown OtherCity&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*You can only run ''abandontown'' from a different city than the one you want to abandon.&lt;br /&gt;
*The city being abandoned can be referred to by name or coordinates.&lt;br /&gt;
*The bot '''does not check''' for troops or heroes. Any heroes or troops in the town '''or travelling''' from the town will be irreplacably deleted. &lt;br /&gt;
*Be sure your escaping troops have arrived at their destination before abandoning any city.&lt;br /&gt;
&lt;br /&gt;
Abandontown should be used with care. It is best to allow the bot to BUILD NPCs, but for whatever purpose you must use this command DOUBLE CHECK that you have entered the correct coordinates or city name to be abandoned.  Be sure to run 'evacuatetown' script command previous to using this command if you have troops or resources in the city to be moved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;There are No 2nd Chances using this command!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no crying in baseball.  If you accidentaly delete your level 850 training hero, we feel really bad for you, but don't come crying to us.  We cannot get it back for you.&lt;br /&gt;
&lt;br /&gt;
==Buildcity==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildcity xxx,yyy&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildcity 111,222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used to build a city on at 111,222. It will capture the flat for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To cancel a city building, use '''CancelBuildcity'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Account_Scripts&amp;diff=25440</id>
		<title>Account Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Account_Scripts&amp;diff=25440"/>
				<updated>2012-08-16T10:35:21Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Truce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CleanNPCReports==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| cleannpcreports&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| cleannpcreports&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will go through your army attack reports and delete all attack and return reports for Barbarian cities as well as transport reports.&lt;br /&gt;
Use a command like this if you send out mass amounts of NPC farming attacks.&lt;br /&gt;
&lt;br /&gt;
This command will clean all reports generated, not just the ones from the running city.&lt;br /&gt;
&lt;br /&gt;
==CleanReports==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| cleanreports searchstring&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
cleanreports barbarian&amp;lt;br&amp;gt;&lt;br /&gt;
cleanreports troops,lake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will go through your reports searching both 'Subject' &amp;amp; 'To' Headers, &amp;amp; deleting anything that matches your searchstring from them.&lt;br /&gt;
&lt;br /&gt;
This command will clean all reports generated, not just the ones from the running city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CompleteQuests==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| completequests questtype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
completequests daily&amp;lt;br&amp;gt;&lt;br /&gt;
completequests routine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
CompleteQuests will automatically complete any quests that you have available to complete, and receive the awards that come from the quests. It can only be used in one city, you cannot have multiple instances of the command running in others.&lt;br /&gt;
&lt;br /&gt;
Using completequests routine will force the bot to accept promotions that are pending.&lt;br /&gt;
&lt;br /&gt;
Also - '''CompleteQuests daily'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UseItem==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| useitem itemname&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
useitem Ivory Horn&amp;lt;br&amp;gt;&lt;br /&gt;
useitem player.attackinc.1.b&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To use an item. You may use the common name (ie - Chain Helm of Beowulf) or the internal item id (ie - player.box.hero.b). &lt;br /&gt;
&lt;br /&gt;
To use an amulet, you can type any of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet5&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet 3&amp;lt;br&amp;gt;&lt;br /&gt;
useitem Aries Amulet&amp;lt;br&amp;gt;&lt;br /&gt;
or useitem player.box.gambling.3&lt;br /&gt;
&lt;br /&gt;
'''''Please note the bot will attempt to buy items you don't have if you tell it to use it. Don't spin your cents away carelessly.'''''&lt;br /&gt;
&lt;br /&gt;
==BuyItem==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buyitem itemname&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buyitem Ivory Horn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To buy an item.&lt;br /&gt;
&lt;br /&gt;
==Truce==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| truce&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| truce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To truce your account. This command is the same as typing ''useitem Truce Agreement''. You can optionally use the /force switch (ie - ''truce /force'') to double truce or truce while still in truce cooldown.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Account_Scripts&amp;diff=25439</id>
		<title>Account Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Account_Scripts&amp;diff=25439"/>
				<updated>2012-08-16T10:34:32Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* UseItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CleanNPCReports==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| cleannpcreports&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| cleannpcreports&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will go through your army attack reports and delete all attack and return reports for Barbarian cities as well as transport reports.&lt;br /&gt;
Use a command like this if you send out mass amounts of NPC farming attacks.&lt;br /&gt;
&lt;br /&gt;
This command will clean all reports generated, not just the ones from the running city.&lt;br /&gt;
&lt;br /&gt;
==CleanReports==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| cleanreports searchstring&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
cleanreports barbarian&amp;lt;br&amp;gt;&lt;br /&gt;
cleanreports troops,lake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will go through your reports searching both 'Subject' &amp;amp; 'To' Headers, &amp;amp; deleting anything that matches your searchstring from them.&lt;br /&gt;
&lt;br /&gt;
This command will clean all reports generated, not just the ones from the running city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CompleteQuests==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| completequests questtype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
completequests daily&amp;lt;br&amp;gt;&lt;br /&gt;
completequests routine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
CompleteQuests will automatically complete any quests that you have available to complete, and receive the awards that come from the quests. It can only be used in one city, you cannot have multiple instances of the command running in others.&lt;br /&gt;
&lt;br /&gt;
Using completequests routine will force the bot to accept promotions that are pending.&lt;br /&gt;
&lt;br /&gt;
Also - '''CompleteQuests daily'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UseItem==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| useitem itemname&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
useitem Ivory Horn&amp;lt;br&amp;gt;&lt;br /&gt;
useitem player.attackinc.1.b&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To use an item. You may use the common name (ie - Chain Helm of Beowulf) or the internal item id (ie - player.box.hero.b). &lt;br /&gt;
&lt;br /&gt;
To use an amulet, you can type any of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet5&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet 3&amp;lt;br&amp;gt;&lt;br /&gt;
useitem Aries Amulet&amp;lt;br&amp;gt;&lt;br /&gt;
or useitem player.box.gambling.3&lt;br /&gt;
&lt;br /&gt;
'''''Please note the bot will attempt to buy items you don't have if you tell it to use it. Don't spin your cents away carelessly.'''''&lt;br /&gt;
&lt;br /&gt;
==BuyItem==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buyitem itemname&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buyitem Ivory Horn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To buy an item.&lt;br /&gt;
&lt;br /&gt;
==Truce==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| truce&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| truce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To truce your account. The same as typing useitem Truce Agreement. You can optionally use the /force switch (ie - ''truce /force'') to double truce or truce while still in truce cooldown.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Account_Scripts&amp;diff=25438</id>
		<title>Account Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Account_Scripts&amp;diff=25438"/>
				<updated>2012-08-16T10:34:19Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* UseItem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==CleanNPCReports==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| cleannpcreports&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| cleannpcreports&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will go through your army attack reports and delete all attack and return reports for Barbarian cities as well as transport reports.&lt;br /&gt;
Use a command like this if you send out mass amounts of NPC farming attacks.&lt;br /&gt;
&lt;br /&gt;
This command will clean all reports generated, not just the ones from the running city.&lt;br /&gt;
&lt;br /&gt;
==CleanReports==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| cleanreports searchstring&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
cleanreports barbarian&amp;lt;br&amp;gt;&lt;br /&gt;
cleanreports troops,lake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will go through your reports searching both 'Subject' &amp;amp; 'To' Headers, &amp;amp; deleting anything that matches your searchstring from them.&lt;br /&gt;
&lt;br /&gt;
This command will clean all reports generated, not just the ones from the running city. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CompleteQuests==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| completequests questtype&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
completequests daily&amp;lt;br&amp;gt;&lt;br /&gt;
completequests routine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
CompleteQuests will automatically complete any quests that you have available to complete, and receive the awards that come from the quests. It can only be used in one city, you cannot have multiple instances of the command running in others.&lt;br /&gt;
&lt;br /&gt;
Using completequests routine will force the bot to accept promotions that are pending.&lt;br /&gt;
&lt;br /&gt;
Also - '''CompleteQuests daily'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UseItem==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| useitem itemname&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
useitem Ivory Horn&amp;lt;br&amp;gt;&lt;br /&gt;
useitem player.attackinc.1.b&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To use an item. You may use the common name (ie - Chain Helm of Beowulf) or the internal item id (ie - player.box.hero.b). &lt;br /&gt;
&lt;br /&gt;
To use an amulet, you can type any of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet5&amp;lt;br&amp;gt;&lt;br /&gt;
useitem amulet 3&amp;lt;br&amp;gt;&lt;br /&gt;
useitem Aries Amulet&amp;lt;br&amp;gt;&lt;br /&gt;
or useitem player.box.gambling.3&lt;br /&gt;
&lt;br /&gt;
'''Please note the bot will attempt to buy items you don't have if you tell it to use it. Don't spin your cents away carelessly.'''''Italic text''&lt;br /&gt;
&lt;br /&gt;
==BuyItem==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buyitem itemname&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buyitem Ivory Horn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To buy an item.&lt;br /&gt;
&lt;br /&gt;
==Truce==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| truce&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| truce&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To truce your account. The same as typing useitem Truce Agreement. You can optionally use the /force switch (ie - ''truce /force'') to double truce or truce while still in truce cooldown.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25437</id>
		<title>Advanced Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25437"/>
				<updated>2012-08-16T10:33:18Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great deal of info the bot is able to make available for the advanced scripter, via the ifgoto and ifgosub scripts. The complete list of variables usable is a work in progress, and a debt of gratitude goes to several bot users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.&lt;br /&gt;
&lt;br /&gt;
==Ifgoto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgoto ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| ifgoto ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Advanced_Scripting#Ifgosub|ifgosub]]&lt;br /&gt;
&lt;br /&gt;
==Ifgosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgosub ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Example:&lt;br /&gt;
| ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Conditional Statements enable checking of resources,troops,population,…etc.&lt;br /&gt;
&lt;br /&gt;
Conditional Statements add a whole new dimension to scripts allowing more human-like interaction &amp;amp; less &amp;quot;insuffient resource&amp;quot; statements.&lt;br /&gt;
&lt;br /&gt;
Variables for use in ifgoto &amp;amp; ifgosub statements can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.iron.amount &amp;gt; 150000 ) CheckTrain&lt;br /&gt;
sleep rnd:3000&lt;br /&gt;
loop 0&lt;br /&gt;
//&lt;br /&gt;
label CheckTrain&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 150000 ) TrainTroops&lt;br /&gt;
gosubreturn &lt;br /&gt;
//&lt;br /&gt;
label CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 250000 ) UpATT&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label TrainTroops&lt;br /&gt;
train arch:250 Bubba&lt;br /&gt;
repeat 4&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label UpATT&lt;br /&gt;
walldefense archertowers 250&lt;br /&gt;
gosubreturn &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Please leave Updates/Comments/etc at:&lt;br /&gt;
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Print:&lt;br /&gt;
! Command:&lt;br /&gt;
! Result:&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! // Enemy ||  || &lt;br /&gt;
|-&lt;br /&gt;
! print m_city.cityManager.hasEnemyArmiesWithin(60) ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied enemyArmies 0 -------armyId 123456789&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied enemyArmies 0 -------missionType 5&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || My Result Error #1069 Supplier supplied enemyArmies 0 -------king Attacker Name&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || My Result Error #1069 Supplier supplied enemyArmies 0 -------resource.iron 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------startFieldId 666999&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------targetPosName MYCITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied enemyArmies 0 -------direction 1&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------restTime 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------startTime 1339652736137&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------.startPosName ATTACKING CITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied enemyArmies 0 -------.heroLevel 184&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------.reachTime 1339656323138&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied enemyArmies 0 -------.hero HeroName&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------.targetFieldId 999444&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || My Result Error #1069 Supplier supplied enemyArmies 0 -------.alliance ATTACKING ALLIANCE&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Resource ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Fields ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Hero ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
! // Troop ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Forts ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Buildings ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Market ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Armies ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // General ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heros Queen stratagem------- m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069&lt;br /&gt;
|-&lt;br /&gt;
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Research ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25436</id>
		<title>Advanced Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25436"/>
				<updated>2012-08-16T10:31:28Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great deal of info the bot is able to make available for the advanced scripter, via the ifgoto and ifgosub scripts. The complete list of variables usable is a work in progress, and a debt of gratitude goes to several bot users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.&lt;br /&gt;
&lt;br /&gt;
==Ifgoto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgoto ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| ifgoto ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Advanced_Scripting#Ifgosub|ifgosub]]&lt;br /&gt;
&lt;br /&gt;
==Ifgosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgosub ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Example:&lt;br /&gt;
| ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Conditional Statements enable checking of resources,troops,population,…etc.&lt;br /&gt;
&lt;br /&gt;
Conditional Statements add a whole new dimension to scripts allowing more human-like interaction &amp;amp; less &amp;quot;insuffient resource&amp;quot; statements.&lt;br /&gt;
&lt;br /&gt;
Variables for use in ifgoto &amp;amp; ifgosub statements can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.iron.amount &amp;gt; 150000 ) CheckTrain&lt;br /&gt;
sleep rnd:3000&lt;br /&gt;
loop 0&lt;br /&gt;
//&lt;br /&gt;
label CheckTrain&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 150000 ) TrainTroops&lt;br /&gt;
gosubreturn &lt;br /&gt;
//&lt;br /&gt;
label CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 250000 ) UpATT&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label TrainTroops&lt;br /&gt;
train arch:250 Bubba&lt;br /&gt;
repeat 4&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label UpATT&lt;br /&gt;
walldefense archertowers 250&lt;br /&gt;
gosubreturn &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Please leave Updates/Comments/etc at:&lt;br /&gt;
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Print:&lt;br /&gt;
! Command:&lt;br /&gt;
! Result:&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! // Enemy ||  || &lt;br /&gt;
|-&lt;br /&gt;
! print m_city.cityManager.hasEnemyArmiesWithin(60) ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied enemyArmies 0 -------armyId 123456789&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied enemyArmies 0 -------missionType 5&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || My Result Error #1069 Supplier supplied enemyArmies 0 -------king Attacker Name&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || My Result Error #1069 Supplier supplied enemyArmies 0 -------resource.iron 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------startFieldId 666999&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------targetPosName MYCITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied enemyArmies 0 -------direction 1&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------restTime 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------startTime 1339652736137&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------.startPosName ATTACKING CITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied enemyArmies 0 -------.heroLevel 184&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------.reachTime 1339656323138&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied enemyArmies 0 -------.hero HeroName&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------.targetFieldId 999444&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || My Result Error #1069 Supplier supplied enemyArmies 0 -------.alliance ATTACKING ALLIANCE&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Resource ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Fields ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Hero ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
! // Troop ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Forts ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Buildings ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Market ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Armies ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print 0------------------------------------gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // General ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print –heros Queen stratagem------- m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069&lt;br /&gt;
|-&lt;br /&gt;
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Research ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25435</id>
		<title>Advanced Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25435"/>
				<updated>2012-08-16T10:29:18Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great deal of info the bot is able to make available for the advanced scripter, via the ifgoto and ifgosub scripts. The complete list of variables usable is a work in progress, and a debt of gratitude goes to several bot users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.&lt;br /&gt;
&lt;br /&gt;
==Ifgoto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgoto ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| ifgoto ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Advanced_Scripting#Ifgosub|ifgosub]]&lt;br /&gt;
&lt;br /&gt;
==Ifgosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgosub ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Example:&lt;br /&gt;
| ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Conditional Statements enable checking of resources,troops,population,…etc.&lt;br /&gt;
&lt;br /&gt;
Conditional Statements add a whole new dimension to scripts allowing more human-like interaction &amp;amp; less &amp;quot;insuffient resource&amp;quot; statements.&lt;br /&gt;
&lt;br /&gt;
Variables for use in ifgoto &amp;amp; ifgosub statements can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.iron.amount &amp;gt; 150000 ) CheckTrain&lt;br /&gt;
sleep rnd:3000&lt;br /&gt;
loop 0&lt;br /&gt;
//&lt;br /&gt;
label CheckTrain&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 150000 ) TrainTroops&lt;br /&gt;
gosubreturn &lt;br /&gt;
//&lt;br /&gt;
label CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 250000 ) UpATT&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label TrainTroops&lt;br /&gt;
train arch:250 Bubba&lt;br /&gt;
repeat 4&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label UpATT&lt;br /&gt;
walldefense archertowers 250&lt;br /&gt;
gosubreturn &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Please leave Updates/Comments/etc at:&lt;br /&gt;
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Print:&lt;br /&gt;
! Command:&lt;br /&gt;
! Result:&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! // Enemy ||  || &lt;br /&gt;
|-&lt;br /&gt;
! print m_city.cityManager.hasEnemyArmiesWithin(60) ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied enemyArmies 0 -------armyId 123456789&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied enemyArmies 0 -------missionType 5&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || My Result Error #1069 Supplier supplied enemyArmies 0 -------king Attacker Name&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || My Result Error #1069 Supplier supplied enemyArmies 0 -------resource.iron 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------startFieldId 666999&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------targetPosName MYCITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied enemyArmies 0 -------direction 1&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------restTime 0&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------startTime 1339652736137&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------.startPosName ATTACKING CITY&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied enemyArmies 0 -------.heroLevel 184&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------.reachTime 1339656323138&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied enemyArmies 0 -------.hero HeroName&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------.targetFieldId 999444&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || My Result Error #1069 Supplier supplied enemyArmies 0 -------.alliance ATTACKING ALLIANCE&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Resource ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Fields ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Hero ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
! // Troop ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Forts ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Buildings ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Market ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Armies ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print 0------------------------------------gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // General ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heros Queen stratagem------- m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069&lt;br /&gt;
|-&lt;br /&gt;
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Research ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print 0 avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25434</id>
		<title>Advanced Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25434"/>
				<updated>2012-08-16T10:25:33Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great deal of info the bot is able to make available for the advanced scripter, via the ifgoto and ifgosub scripts. The complete list of variables usable is a work in progress, and a debt of gratitude goes to several bot users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.&lt;br /&gt;
&lt;br /&gt;
==Ifgoto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgoto ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| ifgoto ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Advanced_Scripting#Ifgosub|ifgosub]]&lt;br /&gt;
&lt;br /&gt;
==Ifgosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgosub ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Example:&lt;br /&gt;
| ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Conditional Statements enable checking of resources,troops,population,…etc.&lt;br /&gt;
&lt;br /&gt;
Conditional Statements add a whole new dimension to scripts allowing more human-like interaction &amp;amp; less &amp;quot;insuffient resource&amp;quot; statements.&lt;br /&gt;
&lt;br /&gt;
Variables for use in ifgoto &amp;amp; ifgosub statements can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.iron.amount &amp;gt; 150000 ) CheckTrain&lt;br /&gt;
sleep rnd:3000&lt;br /&gt;
loop 0&lt;br /&gt;
//&lt;br /&gt;
label CheckTrain&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 150000 ) TrainTroops&lt;br /&gt;
gosubreturn &lt;br /&gt;
//&lt;br /&gt;
label CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 250000 ) UpATT&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label TrainTroops&lt;br /&gt;
train arch:250 Bubba&lt;br /&gt;
repeat 4&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label UpATT&lt;br /&gt;
walldefense archertowers 250&lt;br /&gt;
gosubreturn &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Please leave Updates/Comments/etc at:&lt;br /&gt;
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Print:&lt;br /&gt;
! Command:&lt;br /&gt;
! Result:&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! // Enemy ||  || &lt;br /&gt;
|-&lt;br /&gt;
! print m_city.cityManager.hasEnemyArmiesWithin(60) ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------armyId 123456789&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------missionType 5&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------king Attacker Name&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------resource.iron 0&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------startFieldId 666999&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------targetPosName MYCITY&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------direction 1&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------restTime 0&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------startTime 1339652736137&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.startPosName ATTACKING CITY&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.heroLevel 184&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.reachTime 1339656323138&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.hero HeroName&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.targetFieldId 999444&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.alliance ATTACKING ALLIANCE&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Resource ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Fields ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Hero ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
! // Troop ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Forts ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Buildings ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Market ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Armies ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print 0------------------------------------gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // General ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heros Queen stratagem------- m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069&lt;br /&gt;
|-&lt;br /&gt;
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Research ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print 0 avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25433</id>
		<title>Advanced Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25433"/>
				<updated>2012-08-16T10:23:21Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Ifgosub */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great deal of info the bot is able to make available for the advanced scripter, via the ifgoto and ifgosub scripts. The complete list of variables usable is a work in progress, and a debt of gratitude goes to several bot users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.&lt;br /&gt;
&lt;br /&gt;
==Ifgoto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgoto ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| ifgoto ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Advanced_Scripting#Ifgosub|ifgosub]]&lt;br /&gt;
&lt;br /&gt;
==Ifgosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgosub ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Example:&lt;br /&gt;
| ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Conditional Statements enable checking of resources,troops,population,…etc.&lt;br /&gt;
&lt;br /&gt;
Conditional Statements add a whole new dimension to scripts allowing more human-like interaction &amp;amp; less &amp;quot;insuffient resource&amp;quot; statements.&lt;br /&gt;
&lt;br /&gt;
Variables for use in ifgoto &amp;amp; ifgosub statements can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.iron.amount &amp;gt; 150000 ) CheckTrain&lt;br /&gt;
sleep rnd:3000&lt;br /&gt;
loop 0&lt;br /&gt;
//&lt;br /&gt;
label CheckTrain&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 150000 ) TrainTroops&lt;br /&gt;
gosubreturn &lt;br /&gt;
//&lt;br /&gt;
label CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 250000 ) UpATT&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label TrainTroops&lt;br /&gt;
train arch:250 Bubba&lt;br /&gt;
repeat 4&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label UpATT&lt;br /&gt;
walldefense archertowers 250&lt;br /&gt;
gosubreturn &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Please leave Updates/Comments/etc at:&lt;br /&gt;
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Print:&lt;br /&gt;
! Command:&lt;br /&gt;
! Result:&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! // Enemy ||  || &lt;br /&gt;
|-&lt;br /&gt;
! print m_city.cityManager.hasEnemyArmiesWithin(60) ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------armyId 123456789&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------missionType 5&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------king Attacker Name&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------resource.iron 0&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------startFieldId 666999&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------targetPosName MYCITY&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------direction 1&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------restTime 0&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------startTime 1339652736137&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.startPosName ATTACKING CITY&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.heroLevel 184&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.reachTime 1339656323138&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.hero HeroName&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.targetFieldId 999444&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.alliance ATTACKING ALLIANCE&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Resource ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Fields ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Hero ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
! // Troop ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Forts ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Buildings ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Market ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Armys ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print 0------------------------------------gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // General ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heros Queen stratagem------- m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069&lt;br /&gt;
|-&lt;br /&gt;
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Research ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print 0 avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................&lt;br /&gt;
|}&lt;br /&gt;
| print 0 endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25432</id>
		<title>Advanced Scripting</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Advanced_Scripting&amp;diff=25432"/>
				<updated>2012-08-16T10:22:59Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a great deal of info the bot is able to make available for the advanced scripter, via the ifgoto and ifgosub scripts. The complete list of variables usable is a work in progress, and a debt of gratitude goes to several bot users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.&lt;br /&gt;
&lt;br /&gt;
==Ifgoto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgoto ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| ifgoto ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [[Advanced_Scripting#Ifgosub|ifgosub]]&lt;br /&gt;
&lt;br /&gt;
==Ifgosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| ifgosub ( reference {operator} value ) label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| Example:&lt;br /&gt;
| ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Conditional Statements enable checking of resources,troops,population,…etc.&lt;br /&gt;
&lt;br /&gt;
Conditional Statements add a whole new dimension to Y.A.E.B. scripts allowing more human-like interaction &amp;amp; less &amp;quot;insuffient resource&amp;quot; statements.&lt;br /&gt;
&lt;br /&gt;
Variables for use in ifgoto &amp;amp; ifgosub statements can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.stone.amount &amp;gt; 250000 ) CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.iron.amount &amp;gt; 150000 ) CheckTrain&lt;br /&gt;
sleep rnd:3000&lt;br /&gt;
loop 0&lt;br /&gt;
//&lt;br /&gt;
label CheckTrain&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 150000 ) TrainTroops&lt;br /&gt;
gosubreturn &lt;br /&gt;
//&lt;br /&gt;
label CheckATT&lt;br /&gt;
ifgosub ( m_city.cityManager.resource.wood.amount &amp;gt; 250000 ) UpATT&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label TrainTroops&lt;br /&gt;
train arch:250 Bubba&lt;br /&gt;
repeat 4&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label UpATT&lt;br /&gt;
walldefense archertowers 250&lt;br /&gt;
gosubreturn &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Please leave Updates/Comments/etc at:&lt;br /&gt;
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Print:&lt;br /&gt;
! Command:&lt;br /&gt;
! Result:&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! || ||&lt;br /&gt;
|-&lt;br /&gt;
! // Enemy ||  || &lt;br /&gt;
|-&lt;br /&gt;
! print m_city.cityManager.hasEnemyArmiesWithin(60) ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------armyId 123456789&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------missionType 5&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------king Attacker Name&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------resource.iron 0&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------startFieldId 666999&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------targetPosName MYCITY&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------direction 1&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------restTime 0&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------startTime 1339652736137&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.startPosName ATTACKING CITY&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.heroLevel 184&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.reachTime 1339656323138&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.hero HeroName&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.targetFieldId 999444&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || My Result Error #1069 Supplier supplied x –enemyArmies 0 -------.alliance ATTACKING ALLIANCE&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Resource ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Fields ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Hero ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
| print 0 loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results&lt;br /&gt;
|-&lt;br /&gt;
! // Troop ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Forts ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Buildings ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Market ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Armys ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print 0------------------------------------gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0------------------------------------iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // General ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print x id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print x –heros Queen stratagem------- m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069&lt;br /&gt;
|-&lt;br /&gt;
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
! // Research ||  || &lt;br /&gt;
|-&lt;br /&gt;
| print 0 avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................&lt;br /&gt;
|}&lt;br /&gt;
| print 0 endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print 0 permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................&lt;br /&gt;
|-&lt;br /&gt;
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25431</id>
		<title>Intro to Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25431"/>
				<updated>2012-08-16T10:21:37Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Autorun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Scripting allows you to enter commands to the bot that will be performed immediately line by line, as opposed to goals which are gradually worked towards. For instance, the directive ''troop a:5000'' in the goals window tells the bot to build archers until you have 5000 then move to the next goal. If you already have 5000 or more archers, it is disregarded. The script command ''train a:5000'' will immediately queue 5000 archers in your barracks regardless of how many you have already, provided of course you have the population and resources needed.&lt;br /&gt;
 &lt;br /&gt;
The Script window is similar to the Goals window, and is found by selecting the ''Script'' tab on the upper left hand window.  There are 5 individual script windows per city, allowing you to build up to 5 command sets per city, that will be saved (provided you select the ''save'' button) along with your goals. Individual scripts are selected by way of the ''Load'' button.&lt;br /&gt;
&lt;br /&gt;
The commands available give you the ability to perform all of the the same functions the bot works towards in the goals window, as well as add to or alter those goals. Note that goals modified or added in the script window will not be reflected in the goals window, or saved with them.  &lt;br /&gt;
&lt;br /&gt;
The script set includes ''ifgosub'' and ''ifgoto'' statements allowing you to automatically make decisions based on conditions in your city, such as the amount of lumber or number of warriors you have on hand.  &lt;br /&gt;
&lt;br /&gt;
Variables for use in ''ifgoto &amp;amp; ifgosub'' statements can be found in the [[Reference Section]].&lt;br /&gt;
&lt;br /&gt;
Scripts are executed from the top down, beginning at the line number specified in the ''Run'' box.  If no number is entered, or the number is greater than the number of lines in the script, the script begins at line #1.&lt;br /&gt;
&lt;br /&gt;
==Label==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| label name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| label comfort; label upgraderax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creates a placeholder within the scripts that can be referenced for a loop or goto command. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
attack 360,843 any t:400,b:400&lt;br /&gt;
attack 344,567 any t:400,b:400&lt;br /&gt;
attack 400,543 any t:400,b:400&lt;br /&gt;
label upgrade&lt;br /&gt;
upgrade barrack&lt;br /&gt;
loop upgrade 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goto label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| goto upgradecot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to any label, anywhere in the script. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
goto trainarch&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 atk&lt;br /&gt;
goto upgradecot&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosub label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosub medalfarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to a subroutine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GosubReturn==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used at the end of a subroutine to return to the line that called it, and proceed from there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
loop [optional # of times]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional label]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional # of times] [optional label]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
loop&amp;lt;br&amp;gt;&lt;br /&gt;
loop 5&amp;lt;br&amp;gt;&lt;br /&gt;
loop upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
loop 2 upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to repeat your entire script, or using a label repeat parts of a script. No parameter, or a  parameter of 0 (ie - loop 0), will repeat the script indefinitely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade everything in your&lt;br /&gt;
// city, as long as tech and&lt;br /&gt;
// resource requirements are met&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade&lt;br /&gt;
      loop&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// repeat the process again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      loop 5&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// upgrade cottages and repeat the cottages again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      label cotupgrade&lt;br /&gt;
      upgrade cottage&lt;br /&gt;
      loop 5 cotupgrade&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repeat==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| repeat [optional # of times]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
repeat&amp;lt;br&amp;gt;&lt;br /&gt;
repeat 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The repeat command will simply repeat the previous line of script the specified number of times. No parameter, or a  parameter of 0 (ie - repeat 0), will repeat the previous line indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//================================&lt;br /&gt;
// Attack 2 targets, then upgrade&lt;br /&gt;
// your cottages first, followed&lt;br /&gt;
// by your barracks&lt;br /&gt;
//================================ &lt;br /&gt;
attack 245,325 Bubba arch:25000,warr:25000,t:1000&lt;br /&gt;
attack 222,324 any t:400,b:400&lt;br /&gt;
upgrade cottage&lt;br /&gt;
repeat 12&lt;br /&gt;
upgrade barrack&lt;br /&gt;
repeat 12&lt;br /&gt;
&lt;br /&gt;
//================================&lt;br /&gt;
// Upgrade all of your buildings&lt;br /&gt;
// and resource fields to level 9:&lt;br /&gt;
//================================ &lt;br /&gt;
upgrade&lt;br /&gt;
repeat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep ''seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep ''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep 15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 1:43&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 4:22:32&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep command will cause the bot to pause for the indicated time, which can be expressed as seconds only (i.e. 34, 240, 23432), minutes and seconds (i.e. 4:30) or hours, minutes, seconds (2:44:34).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep 30		//Sleeps the script for 30 seconds&lt;br /&gt;
sleep 2:45		//Sleeps the script for 2 minutes 45 seconds&lt;br /&gt;
sleep 7:25:00		//Sleeps the script for 7 hours, 25 minutes and 0 seconds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep @==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sleep @:''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sleep @:14:15:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep @ command will puase Y.A.E.B. until the time indicated, based on the system time of '''your computer'''.  The time must be expressed in 24 hr. format, with 00:00:01 being 1 second after midnight, and 12:00:01 being 1 second past noon. This feature is similar to ''camp time'' with the added advantage that the bot will calculate how much camp time is required for your troops to arrive at the given time.  &lt;br /&gt;
&lt;br /&gt;
Note that there is always a slight variation between the Evony engine clock and your system time.  The exact time difference between the Evony engine and your computer system time is displayed at startup or any time you click the '''Refresh''' button on the top left of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep @:15:45		//Sleeps the script until 3:45pm local system time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep rnd==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:''maximum.seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:''minseconds'':''maxseconds''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:20:30&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sleeps the bot for a random time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep rnd:15		//sleep for a random number of seconds between 0 and 15&lt;br /&gt;
sleep rnd:300:600	//sleep randomly for at least 5 minutes, but no more than 10 minutes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logout==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
logout @:logouttime @:logontime&amp;lt;br&amp;gt;&lt;br /&gt;
logout ''time.to.out'' ''time.to.on''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
logout @:01:30:31 @:06:35:00 &amp;lt;br&amp;gt;&lt;br /&gt;
logout 1:00 5:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disconnects/connects the bot from/to the server. Time must be expressed in 24 hr format if using tha @ option.  &lt;br /&gt;
&lt;br /&gt;
Note that any script running that causes the bot to diconnect '''''will continue running''''' again once the bot reconnects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
1: logout 1:00 29:00&lt;br /&gt;
2: attack 400,400 any c:1000,s:1000 &lt;br /&gt;
3: repeat 3&lt;br /&gt;
4: sleep 45&lt;br /&gt;
5: loop&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This script will cause the bot to send 3 spam waves to the target every 30 minutes, indefinitely, disconnecting from the server in between each set.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goal [desired goal [parameters]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
goal config npc:5&amp;lt;br&amp;gt;&lt;br /&gt;
goal research ar:4,ms:5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to execute the script line as a goal. It is optional, in the above example just &amp;quot;config npc:5&amp;quot; as a script line would work to adjust the goal config npc to '5'. Any goal can be executed via a script line without this optional command, but this may be useful when a goal and a script have the same name, and you want it to modify the goal explicitly.&lt;br /&gt;
&lt;br /&gt;
==ResetGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will:&lt;br /&gt;
remove all building, tech, &amp;amp; fortification directives;&lt;br /&gt;
cancel all troop requirements, erase all config statements, erase all variables;&lt;br /&gt;
set reportstokeep &amp;amp; distancepolicy to default values;&lt;br /&gt;
delete npcbounds, npcheroes, nolevelheroes, spamheroes;&lt;br /&gt;
remove all send/keep resource/troops directives, 			&lt;br /&gt;
set homeheroes:1, traininghero &amp;quot;&amp;quot; 300 -1 -1, gatepolicy 0 0 0 0 0&lt;br /&gt;
reset: defencepolicy, HeroPolicy, WarehousePolicy, FarmingPolicy, RallyPolicy, tradepolicy, ProcessingPolicy, &amp;amp; hunting &lt;br /&gt;
&lt;br /&gt;
==Config==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config [directive]:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| config wartown:0&lt;br /&gt;
|}&lt;br /&gt;
In order to allow control of all the bot functions through the scripting interface, all ''config'' switches that can be set in the goals page are accessible in your script.  The new settings will be retained until:&lt;br /&gt;
*they are changed again through a script command&lt;br /&gt;
*the Set Goals button in the Goals page is selected, or &lt;br /&gt;
*the bot is restarted. &lt;br /&gt;
The changes made to settings through the script interface  will only change the values currently in memory.  No actual changes are made to the Goals page and all values can be restored to  settings on the goals page by selecting '''Set Goals''' with the goals window displayed.&lt;br /&gt;
&lt;br /&gt;
For more information please refer to the [[Intro to Goals]] Section of this Wiki.&lt;br /&gt;
&lt;br /&gt;
==BuildingGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildinggoals [build.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildinggoals st:0:0,b:9:12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''build'' goal directive from the script interface.  For more information see the [[Building Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TechGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| techgoals [research.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| techgoals ar:10,ho:10,mt:9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''research'' goal directive from the script interface.  For more information see the [[Research Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TroopGoal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troopgoal [troop.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| troopgoal w:5k,a:10k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''troop'' goal directive from the script interface.  For more information see the [[Troop Goals]] section.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25430</id>
		<title>Intro to Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25430"/>
				<updated>2012-08-16T10:21:26Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* UpdateAllData */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Scripting allows you to enter commands to the bot that will be performed immediately line by line, as opposed to goals which are gradually worked towards. For instance, the directive ''troop a:5000'' in the goals window tells the bot to build archers until you have 5000 then move to the next goal. If you already have 5000 or more archers, it is disregarded. The script command ''train a:5000'' will immediately queue 5000 archers in your barracks regardless of how many you have already, provided of course you have the population and resources needed.&lt;br /&gt;
 &lt;br /&gt;
The Script window is similar to the Goals window, and is found by selecting the ''Script'' tab on the upper left hand window.  There are 5 individual script windows per city, allowing you to build up to 5 command sets per city, that will be saved (provided you select the ''save'' button) along with your goals. Individual scripts are selected by way of the ''Load'' button.&lt;br /&gt;
&lt;br /&gt;
The commands available give you the ability to perform all of the the same functions the bot works towards in the goals window, as well as add to or alter those goals. Note that goals modified or added in the script window will not be reflected in the goals window, or saved with them.  &lt;br /&gt;
&lt;br /&gt;
The script set includes ''ifgosub'' and ''ifgoto'' statements allowing you to automatically make decisions based on conditions in your city, such as the amount of lumber or number of warriors you have on hand.  &lt;br /&gt;
&lt;br /&gt;
Variables for use in ''ifgoto &amp;amp; ifgosub'' statements can be found in the [[Reference Section]].&lt;br /&gt;
&lt;br /&gt;
Scripts are executed from the top down, beginning at the line number specified in the ''Run'' box.  If no number is entered, or the number is greater than the number of lines in the script, the script begins at line #1.&lt;br /&gt;
&lt;br /&gt;
==Label==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| label name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| label comfort; label upgraderax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creates a placeholder within the scripts that can be referenced for a loop or goto command. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
attack 360,843 any t:400,b:400&lt;br /&gt;
attack 344,567 any t:400,b:400&lt;br /&gt;
attack 400,543 any t:400,b:400&lt;br /&gt;
label upgrade&lt;br /&gt;
upgrade barrack&lt;br /&gt;
loop upgrade 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goto label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| goto upgradecot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to any label, anywhere in the script. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
goto trainarch&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 atk&lt;br /&gt;
goto upgradecot&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosub label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosub medalfarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to a subroutine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GosubReturn==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used at the end of a subroutine to return to the line that called it, and proceed from there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
loop [optional # of times]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional label]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional # of times] [optional label]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
loop&amp;lt;br&amp;gt;&lt;br /&gt;
loop 5&amp;lt;br&amp;gt;&lt;br /&gt;
loop upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
loop 2 upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to repeat your entire script, or using a label repeat parts of a script. No parameter, or a  parameter of 0 (ie - loop 0), will repeat the script indefinitely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade everything in your&lt;br /&gt;
// city, as long as tech and&lt;br /&gt;
// resource requirements are met&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade&lt;br /&gt;
      loop&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// repeat the process again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      loop 5&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// upgrade cottages and repeat the cottages again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      label cotupgrade&lt;br /&gt;
      upgrade cottage&lt;br /&gt;
      loop 5 cotupgrade&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repeat==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| repeat [optional # of times]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
repeat&amp;lt;br&amp;gt;&lt;br /&gt;
repeat 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The repeat command will simply repeat the previous line of script the specified number of times. No parameter, or a  parameter of 0 (ie - repeat 0), will repeat the previous line indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//================================&lt;br /&gt;
// Attack 2 targets, then upgrade&lt;br /&gt;
// your cottages first, followed&lt;br /&gt;
// by your barracks&lt;br /&gt;
//================================ &lt;br /&gt;
attack 245,325 Bubba arch:25000,warr:25000,t:1000&lt;br /&gt;
attack 222,324 any t:400,b:400&lt;br /&gt;
upgrade cottage&lt;br /&gt;
repeat 12&lt;br /&gt;
upgrade barrack&lt;br /&gt;
repeat 12&lt;br /&gt;
&lt;br /&gt;
//================================&lt;br /&gt;
// Upgrade all of your buildings&lt;br /&gt;
// and resource fields to level 9:&lt;br /&gt;
//================================ &lt;br /&gt;
upgrade&lt;br /&gt;
repeat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep ''seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep ''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep 15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 1:43&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 4:22:32&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep command will cause the bot to pause for the indicated time, which can be expressed as seconds only (i.e. 34, 240, 23432), minutes and seconds (i.e. 4:30) or hours, minutes, seconds (2:44:34).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep 30		//Sleeps the script for 30 seconds&lt;br /&gt;
sleep 2:45		//Sleeps the script for 2 minutes 45 seconds&lt;br /&gt;
sleep 7:25:00		//Sleeps the script for 7 hours, 25 minutes and 0 seconds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep @==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sleep @:''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sleep @:14:15:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep @ command will puase Y.A.E.B. until the time indicated, based on the system time of '''your computer'''.  The time must be expressed in 24 hr. format, with 00:00:01 being 1 second after midnight, and 12:00:01 being 1 second past noon. This feature is similar to ''camp time'' with the added advantage that the bot will calculate how much camp time is required for your troops to arrive at the given time.  &lt;br /&gt;
&lt;br /&gt;
Note that there is always a slight variation between the Evony engine clock and your system time.  The exact time difference between the Evony engine and your computer system time is displayed at startup or any time you click the '''Refresh''' button on the top left of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep @:15:45		//Sleeps the script until 3:45pm local system time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep rnd==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:''maximum.seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:''minseconds'':''maxseconds''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:20:30&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sleeps the bot for a random time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep rnd:15		//sleep for a random number of seconds between 0 and 15&lt;br /&gt;
sleep rnd:300:600	//sleep randomly for at least 5 minutes, but no more than 10 minutes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logout==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
logout @:logouttime @:logontime&amp;lt;br&amp;gt;&lt;br /&gt;
logout ''time.to.out'' ''time.to.on''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
logout @:01:30:31 @:06:35:00 &amp;lt;br&amp;gt;&lt;br /&gt;
logout 1:00 5:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disconnects/connects the bot from/to the server. Time must be expressed in 24 hr format if using tha @ option.  &lt;br /&gt;
&lt;br /&gt;
Note that any script running that causes the bot to diconnect '''''will continue running''''' again once the bot reconnects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
1: logout 1:00 29:00&lt;br /&gt;
2: attack 400,400 any c:1000,s:1000 &lt;br /&gt;
3: repeat 3&lt;br /&gt;
4: sleep 45&lt;br /&gt;
5: loop&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This script will cause the bot to send 3 spam waves to the target every 30 minutes, indefinitely, disconnecting from the server in between each set.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goal [desired goal [parameters]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
goal config npc:5&amp;lt;br&amp;gt;&lt;br /&gt;
goal research ar:4,ms:5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to execute the script line as a goal. It is optional, in the above example just &amp;quot;config npc:5&amp;quot; as a script line would work to adjust the goal config npc to '5'. Any goal can be executed via a script line without this optional command, but this may be useful when a goal and a script have the same name, and you want it to modify the goal explicitly.&lt;br /&gt;
&lt;br /&gt;
==ResetGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will:&lt;br /&gt;
remove all building, tech, &amp;amp; fortification directives;&lt;br /&gt;
cancel all troop requirements, erase all config statements, erase all variables;&lt;br /&gt;
set reportstokeep &amp;amp; distancepolicy to default values;&lt;br /&gt;
delete npcbounds, npcheroes, nolevelheroes, spamheroes;&lt;br /&gt;
remove all send/keep resource/troops directives, 			&lt;br /&gt;
set homeheroes:1, traininghero &amp;quot;&amp;quot; 300 -1 -1, gatepolicy 0 0 0 0 0&lt;br /&gt;
reset: defencepolicy, HeroPolicy, WarehousePolicy, FarmingPolicy, RallyPolicy, tradepolicy, ProcessingPolicy, &amp;amp; hunting &lt;br /&gt;
&lt;br /&gt;
==Config==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config [directive]:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| config wartown:0&lt;br /&gt;
|}&lt;br /&gt;
In order to allow control of all the bot functions through the scripting interface, all ''config'' switches that can be set in the goals page are accessible in your script.  The new settings will be retained until:&lt;br /&gt;
*they are changed again through a script command&lt;br /&gt;
*the Set Goals button in the Goals page is selected, or &lt;br /&gt;
*the bot is restarted. &lt;br /&gt;
The changes made to settings through the script interface  will only change the values currently in memory.  No actual changes are made to the Goals page and all values can be restored to  settings on the goals page by selecting '''Set Goals''' with the goals window displayed.&lt;br /&gt;
&lt;br /&gt;
For more information please refer to the [[Intro to Goals]] Section of this Wiki.&lt;br /&gt;
&lt;br /&gt;
==BuildingGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildinggoals [build.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildinggoals st:0:0,b:9:12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''build'' goal directive from the script interface.  For more information see the [[Building Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TechGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| techgoals [research.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| techgoals ar:10,ho:10,mt:9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''research'' goal directive from the script interface.  For more information see the [[Research Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TroopGoal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troopgoal [troop.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| troopgoal w:5k,a:10k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''troop'' goal directive from the script interface.  For more information see the [[Troop Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==Autorun==&lt;br /&gt;
&lt;br /&gt;
 This command has been incorporated into the startup screen.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25429</id>
		<title>Intro to Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25429"/>
				<updated>2012-08-16T10:21:15Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Config */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Scripting allows you to enter commands to the bot that will be performed immediately line by line, as opposed to goals which are gradually worked towards. For instance, the directive ''troop a:5000'' in the goals window tells the bot to build archers until you have 5000 then move to the next goal. If you already have 5000 or more archers, it is disregarded. The script command ''train a:5000'' will immediately queue 5000 archers in your barracks regardless of how many you have already, provided of course you have the population and resources needed.&lt;br /&gt;
 &lt;br /&gt;
The Script window is similar to the Goals window, and is found by selecting the ''Script'' tab on the upper left hand window.  There are 5 individual script windows per city, allowing you to build up to 5 command sets per city, that will be saved (provided you select the ''save'' button) along with your goals. Individual scripts are selected by way of the ''Load'' button.&lt;br /&gt;
&lt;br /&gt;
The commands available give you the ability to perform all of the the same functions the bot works towards in the goals window, as well as add to or alter those goals. Note that goals modified or added in the script window will not be reflected in the goals window, or saved with them.  &lt;br /&gt;
&lt;br /&gt;
The script set includes ''ifgosub'' and ''ifgoto'' statements allowing you to automatically make decisions based on conditions in your city, such as the amount of lumber or number of warriors you have on hand.  &lt;br /&gt;
&lt;br /&gt;
Variables for use in ''ifgoto &amp;amp; ifgosub'' statements can be found in the [[Reference Section]].&lt;br /&gt;
&lt;br /&gt;
Scripts are executed from the top down, beginning at the line number specified in the ''Run'' box.  If no number is entered, or the number is greater than the number of lines in the script, the script begins at line #1.&lt;br /&gt;
&lt;br /&gt;
==Label==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| label name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| label comfort; label upgraderax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creates a placeholder within the scripts that can be referenced for a loop or goto command. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
attack 360,843 any t:400,b:400&lt;br /&gt;
attack 344,567 any t:400,b:400&lt;br /&gt;
attack 400,543 any t:400,b:400&lt;br /&gt;
label upgrade&lt;br /&gt;
upgrade barrack&lt;br /&gt;
loop upgrade 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goto label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| goto upgradecot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to any label, anywhere in the script. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
goto trainarch&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 atk&lt;br /&gt;
goto upgradecot&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosub label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosub medalfarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to a subroutine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GosubReturn==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used at the end of a subroutine to return to the line that called it, and proceed from there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
loop [optional # of times]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional label]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional # of times] [optional label]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
loop&amp;lt;br&amp;gt;&lt;br /&gt;
loop 5&amp;lt;br&amp;gt;&lt;br /&gt;
loop upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
loop 2 upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to repeat your entire script, or using a label repeat parts of a script. No parameter, or a  parameter of 0 (ie - loop 0), will repeat the script indefinitely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade everything in your&lt;br /&gt;
// city, as long as tech and&lt;br /&gt;
// resource requirements are met&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade&lt;br /&gt;
      loop&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// repeat the process again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      loop 5&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// upgrade cottages and repeat the cottages again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      label cotupgrade&lt;br /&gt;
      upgrade cottage&lt;br /&gt;
      loop 5 cotupgrade&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repeat==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| repeat [optional # of times]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
repeat&amp;lt;br&amp;gt;&lt;br /&gt;
repeat 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The repeat command will simply repeat the previous line of script the specified number of times. No parameter, or a  parameter of 0 (ie - repeat 0), will repeat the previous line indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//================================&lt;br /&gt;
// Attack 2 targets, then upgrade&lt;br /&gt;
// your cottages first, followed&lt;br /&gt;
// by your barracks&lt;br /&gt;
//================================ &lt;br /&gt;
attack 245,325 Bubba arch:25000,warr:25000,t:1000&lt;br /&gt;
attack 222,324 any t:400,b:400&lt;br /&gt;
upgrade cottage&lt;br /&gt;
repeat 12&lt;br /&gt;
upgrade barrack&lt;br /&gt;
repeat 12&lt;br /&gt;
&lt;br /&gt;
//================================&lt;br /&gt;
// Upgrade all of your buildings&lt;br /&gt;
// and resource fields to level 9:&lt;br /&gt;
//================================ &lt;br /&gt;
upgrade&lt;br /&gt;
repeat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep ''seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep ''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep 15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 1:43&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 4:22:32&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep command will cause the bot to pause for the indicated time, which can be expressed as seconds only (i.e. 34, 240, 23432), minutes and seconds (i.e. 4:30) or hours, minutes, seconds (2:44:34).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep 30		//Sleeps the script for 30 seconds&lt;br /&gt;
sleep 2:45		//Sleeps the script for 2 minutes 45 seconds&lt;br /&gt;
sleep 7:25:00		//Sleeps the script for 7 hours, 25 minutes and 0 seconds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep @==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sleep @:''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sleep @:14:15:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep @ command will puase Y.A.E.B. until the time indicated, based on the system time of '''your computer'''.  The time must be expressed in 24 hr. format, with 00:00:01 being 1 second after midnight, and 12:00:01 being 1 second past noon. This feature is similar to ''camp time'' with the added advantage that the bot will calculate how much camp time is required for your troops to arrive at the given time.  &lt;br /&gt;
&lt;br /&gt;
Note that there is always a slight variation between the Evony engine clock and your system time.  The exact time difference between the Evony engine and your computer system time is displayed at startup or any time you click the '''Refresh''' button on the top left of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep @:15:45		//Sleeps the script until 3:45pm local system time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep rnd==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:''maximum.seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:''minseconds'':''maxseconds''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:20:30&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sleeps the bot for a random time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep rnd:15		//sleep for a random number of seconds between 0 and 15&lt;br /&gt;
sleep rnd:300:600	//sleep randomly for at least 5 minutes, but no more than 10 minutes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logout==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
logout @:logouttime @:logontime&amp;lt;br&amp;gt;&lt;br /&gt;
logout ''time.to.out'' ''time.to.on''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
logout @:01:30:31 @:06:35:00 &amp;lt;br&amp;gt;&lt;br /&gt;
logout 1:00 5:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disconnects/connects the bot from/to the server. Time must be expressed in 24 hr format if using tha @ option.  &lt;br /&gt;
&lt;br /&gt;
Note that any script running that causes the bot to diconnect '''''will continue running''''' again once the bot reconnects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
1: logout 1:00 29:00&lt;br /&gt;
2: attack 400,400 any c:1000,s:1000 &lt;br /&gt;
3: repeat 3&lt;br /&gt;
4: sleep 45&lt;br /&gt;
5: loop&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This script will cause the bot to send 3 spam waves to the target every 30 minutes, indefinitely, disconnecting from the server in between each set.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goal [desired goal [parameters]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
goal config npc:5&amp;lt;br&amp;gt;&lt;br /&gt;
goal research ar:4,ms:5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to execute the script line as a goal. It is optional, in the above example just &amp;quot;config npc:5&amp;quot; as a script line would work to adjust the goal config npc to '5'. Any goal can be executed via a script line without this optional command, but this may be useful when a goal and a script have the same name, and you want it to modify the goal explicitly.&lt;br /&gt;
&lt;br /&gt;
==ResetGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will:&lt;br /&gt;
remove all building, tech, &amp;amp; fortification directives;&lt;br /&gt;
cancel all troop requirements, erase all config statements, erase all variables;&lt;br /&gt;
set reportstokeep &amp;amp; distancepolicy to default values;&lt;br /&gt;
delete npcbounds, npcheroes, nolevelheroes, spamheroes;&lt;br /&gt;
remove all send/keep resource/troops directives, 			&lt;br /&gt;
set homeheroes:1, traininghero &amp;quot;&amp;quot; 300 -1 -1, gatepolicy 0 0 0 0 0&lt;br /&gt;
reset: defencepolicy, HeroPolicy, WarehousePolicy, FarmingPolicy, RallyPolicy, tradepolicy, ProcessingPolicy, &amp;amp; hunting &lt;br /&gt;
&lt;br /&gt;
==Config==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config [directive]:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| config wartown:0&lt;br /&gt;
|}&lt;br /&gt;
In order to allow control of all the bot functions through the scripting interface, all ''config'' switches that can be set in the goals page are accessible in your script.  The new settings will be retained until:&lt;br /&gt;
*they are changed again through a script command&lt;br /&gt;
*the Set Goals button in the Goals page is selected, or &lt;br /&gt;
*the bot is restarted. &lt;br /&gt;
The changes made to settings through the script interface  will only change the values currently in memory.  No actual changes are made to the Goals page and all values can be restored to  settings on the goals page by selecting '''Set Goals''' with the goals window displayed.&lt;br /&gt;
&lt;br /&gt;
For more information please refer to the [[Intro to Goals]] Section of this Wiki.&lt;br /&gt;
&lt;br /&gt;
==BuildingGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildinggoals [build.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildinggoals st:0:0,b:9:12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''build'' goal directive from the script interface.  For more information see the [[Building Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TechGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| techgoals [research.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| techgoals ar:10,ho:10,mt:9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''research'' goal directive from the script interface.  For more information see the [[Research Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TroopGoal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troopgoal [troop.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| troopgoal w:5k,a:10k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''troop'' goal directive from the script interface.  For more information see the [[Troop Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==Autorun==&lt;br /&gt;
&lt;br /&gt;
 This command has been incorporated into the startup screen.&lt;br /&gt;
&lt;br /&gt;
==UpdateAllData==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 This command has not yet been defined.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25428</id>
		<title>Intro to Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25428"/>
				<updated>2012-08-16T10:20:56Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Logout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Scripting allows you to enter commands to the bot that will be performed immediately line by line, as opposed to goals which are gradually worked towards. For instance, the directive ''troop a:5000'' in the goals window tells the bot to build archers until you have 5000 then move to the next goal. If you already have 5000 or more archers, it is disregarded. The script command ''train a:5000'' will immediately queue 5000 archers in your barracks regardless of how many you have already, provided of course you have the population and resources needed.&lt;br /&gt;
 &lt;br /&gt;
The Script window is similar to the Goals window, and is found by selecting the ''Script'' tab on the upper left hand window.  There are 5 individual script windows per city, allowing you to build up to 5 command sets per city, that will be saved (provided you select the ''save'' button) along with your goals. Individual scripts are selected by way of the ''Load'' button.&lt;br /&gt;
&lt;br /&gt;
The commands available give you the ability to perform all of the the same functions the bot works towards in the goals window, as well as add to or alter those goals. Note that goals modified or added in the script window will not be reflected in the goals window, or saved with them.  &lt;br /&gt;
&lt;br /&gt;
The script set includes ''ifgosub'' and ''ifgoto'' statements allowing you to automatically make decisions based on conditions in your city, such as the amount of lumber or number of warriors you have on hand.  &lt;br /&gt;
&lt;br /&gt;
Variables for use in ''ifgoto &amp;amp; ifgosub'' statements can be found in the [[Reference Section]].&lt;br /&gt;
&lt;br /&gt;
Scripts are executed from the top down, beginning at the line number specified in the ''Run'' box.  If no number is entered, or the number is greater than the number of lines in the script, the script begins at line #1.&lt;br /&gt;
&lt;br /&gt;
==Label==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| label name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| label comfort; label upgraderax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creates a placeholder within the scripts that can be referenced for a loop or goto command. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
attack 360,843 any t:400,b:400&lt;br /&gt;
attack 344,567 any t:400,b:400&lt;br /&gt;
attack 400,543 any t:400,b:400&lt;br /&gt;
label upgrade&lt;br /&gt;
upgrade barrack&lt;br /&gt;
loop upgrade 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goto label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| goto upgradecot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to any label, anywhere in the script. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
goto trainarch&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 atk&lt;br /&gt;
goto upgradecot&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosub label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosub medalfarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to a subroutine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GosubReturn==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used at the end of a subroutine to return to the line that called it, and proceed from there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
loop [optional # of times]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional label]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional # of times] [optional label]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
loop&amp;lt;br&amp;gt;&lt;br /&gt;
loop 5&amp;lt;br&amp;gt;&lt;br /&gt;
loop upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
loop 2 upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to repeat your entire script, or using a label repeat parts of a script. No parameter, or a  parameter of 0 (ie - loop 0), will repeat the script indefinitely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade everything in your&lt;br /&gt;
// city, as long as tech and&lt;br /&gt;
// resource requirements are met&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade&lt;br /&gt;
      loop&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// repeat the process again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      loop 5&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// upgrade cottages and repeat the cottages again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      label cotupgrade&lt;br /&gt;
      upgrade cottage&lt;br /&gt;
      loop 5 cotupgrade&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repeat==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| repeat [optional # of times]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
repeat&amp;lt;br&amp;gt;&lt;br /&gt;
repeat 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The repeat command will simply repeat the previous line of script the specified number of times. No parameter, or a  parameter of 0 (ie - repeat 0), will repeat the previous line indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//================================&lt;br /&gt;
// Attack 2 targets, then upgrade&lt;br /&gt;
// your cottages first, followed&lt;br /&gt;
// by your barracks&lt;br /&gt;
//================================ &lt;br /&gt;
attack 245,325 Bubba arch:25000,warr:25000,t:1000&lt;br /&gt;
attack 222,324 any t:400,b:400&lt;br /&gt;
upgrade cottage&lt;br /&gt;
repeat 12&lt;br /&gt;
upgrade barrack&lt;br /&gt;
repeat 12&lt;br /&gt;
&lt;br /&gt;
//================================&lt;br /&gt;
// Upgrade all of your buildings&lt;br /&gt;
// and resource fields to level 9:&lt;br /&gt;
//================================ &lt;br /&gt;
upgrade&lt;br /&gt;
repeat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep ''seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep ''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep 15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 1:43&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 4:22:32&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep command will cause the bot to pause for the indicated time, which can be expressed as seconds only (i.e. 34, 240, 23432), minutes and seconds (i.e. 4:30) or hours, minutes, seconds (2:44:34).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep 30		//Sleeps the script for 30 seconds&lt;br /&gt;
sleep 2:45		//Sleeps the script for 2 minutes 45 seconds&lt;br /&gt;
sleep 7:25:00		//Sleeps the script for 7 hours, 25 minutes and 0 seconds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep @==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sleep @:''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sleep @:14:15:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep @ command will puase Y.A.E.B. until the time indicated, based on the system time of '''your computer'''.  The time must be expressed in 24 hr. format, with 00:00:01 being 1 second after midnight, and 12:00:01 being 1 second past noon. This feature is similar to ''camp time'' with the added advantage that the bot will calculate how much camp time is required for your troops to arrive at the given time.  &lt;br /&gt;
&lt;br /&gt;
Note that there is always a slight variation between the Evony engine clock and your system time.  The exact time difference between the Evony engine and your computer system time is displayed at startup or any time you click the '''Refresh''' button on the top left of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep @:15:45		//Sleeps the script until 3:45pm local system time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep rnd==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:''maximum.seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:''minseconds'':''maxseconds''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:20:30&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sleeps the bot for a random time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep rnd:15		//sleep for a random number of seconds between 0 and 15&lt;br /&gt;
sleep rnd:300:600	//sleep randomly for at least 5 minutes, but no more than 10 minutes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logout==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
logout @:logouttime @:logontime&amp;lt;br&amp;gt;&lt;br /&gt;
logout ''time.to.out'' ''time.to.on''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
logout @:01:30:31 @:06:35:00 &amp;lt;br&amp;gt;&lt;br /&gt;
logout 1:00 5:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disconnects/connects the bot from/to the server. Time must be expressed in 24 hr format if using tha @ option.  &lt;br /&gt;
&lt;br /&gt;
Note that any script running that causes the bot to diconnect '''''will continue running''''' again once the bot reconnects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
1: logout 1:00 29:00&lt;br /&gt;
2: attack 400,400 any c:1000,s:1000 &lt;br /&gt;
3: repeat 3&lt;br /&gt;
4: sleep 45&lt;br /&gt;
5: loop&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This script will cause the bot to send 3 spam waves to the target every 30 minutes, indefinitely, disconnecting from the server in between each set.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goal [desired goal [parameters]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
goal config npc:5&amp;lt;br&amp;gt;&lt;br /&gt;
goal research ar:4,ms:5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to execute the script line as a goal. It is optional, in the above example just &amp;quot;config npc:5&amp;quot; as a script line would work to adjust the goal config npc to '5'. Any goal can be executed via a script line without this optional command, but this may be useful when a goal and a script have the same name, and you want it to modify the goal explicitly.&lt;br /&gt;
&lt;br /&gt;
==ResetGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will:&lt;br /&gt;
remove all building, tech, &amp;amp; fortification directives;&lt;br /&gt;
cancel all troop requirements, erase all config statements, erase all variables;&lt;br /&gt;
set reportstokeep &amp;amp; distancepolicy to default values;&lt;br /&gt;
delete npcbounds, npcheroes, nolevelheroes, spamheroes;&lt;br /&gt;
remove all send/keep resource/troops directives, 			&lt;br /&gt;
set homeheroes:1, traininghero &amp;quot;&amp;quot; 300 -1 -1, gatepolicy 0 0 0 0 0&lt;br /&gt;
reset: defencepolicy, HeroPolicy, WarehousePolicy, FarmingPolicy, RallyPolicy, tradepolicy, ProcessingPolicy, &amp;amp; hunting &lt;br /&gt;
&lt;br /&gt;
==Config==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config [directive]:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| config wartown:0&lt;br /&gt;
|}&lt;br /&gt;
In order to allow control of all Y.A.E.B. functions through the scripting interface, all ''config'' switches that can be set in the goals page are accessible in your script.  The new settings will be retained until:&lt;br /&gt;
*they are changed again through a script command&lt;br /&gt;
*the Set Goals button in the Goals page is selected, or &lt;br /&gt;
*the bot is restarted. &lt;br /&gt;
The changes made to settings through the script interface  will only change the values currently in memory.  No actual changes are made to the Goals page and all values can be restored to  settings on the goals page by selecting '''Set Goals''' with the goals window displayed.&lt;br /&gt;
&lt;br /&gt;
For more information please refer to the [[Intro to Goals]] Section of this Wiki.&lt;br /&gt;
&lt;br /&gt;
==BuildingGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildinggoals [build.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildinggoals st:0:0,b:9:12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''build'' goal directive from the script interface.  For more information see the [[Building Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TechGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| techgoals [research.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| techgoals ar:10,ho:10,mt:9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''research'' goal directive from the script interface.  For more information see the [[Research Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TroopGoal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troopgoal [troop.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| troopgoal w:5k,a:10k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''troop'' goal directive from the script interface.  For more information see the [[Troop Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==Autorun==&lt;br /&gt;
&lt;br /&gt;
 This command has been incorporated into the startup screen.&lt;br /&gt;
&lt;br /&gt;
==UpdateAllData==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 This command has not yet been defined.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25427</id>
		<title>Intro to Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25427"/>
				<updated>2012-08-16T10:20:44Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Sleep rnd */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Scripting allows you to enter commands to the bot that will be performed immediately line by line, as opposed to goals which are gradually worked towards. For instance, the directive ''troop a:5000'' in the goals window tells the bot to build archers until you have 5000 then move to the next goal. If you already have 5000 or more archers, it is disregarded. The script command ''train a:5000'' will immediately queue 5000 archers in your barracks regardless of how many you have already, provided of course you have the population and resources needed.&lt;br /&gt;
 &lt;br /&gt;
The Script window is similar to the Goals window, and is found by selecting the ''Script'' tab on the upper left hand window.  There are 5 individual script windows per city, allowing you to build up to 5 command sets per city, that will be saved (provided you select the ''save'' button) along with your goals. Individual scripts are selected by way of the ''Load'' button.&lt;br /&gt;
&lt;br /&gt;
The commands available give you the ability to perform all of the the same functions the bot works towards in the goals window, as well as add to or alter those goals. Note that goals modified or added in the script window will not be reflected in the goals window, or saved with them.  &lt;br /&gt;
&lt;br /&gt;
The script set includes ''ifgosub'' and ''ifgoto'' statements allowing you to automatically make decisions based on conditions in your city, such as the amount of lumber or number of warriors you have on hand.  &lt;br /&gt;
&lt;br /&gt;
Variables for use in ''ifgoto &amp;amp; ifgosub'' statements can be found in the [[Reference Section]].&lt;br /&gt;
&lt;br /&gt;
Scripts are executed from the top down, beginning at the line number specified in the ''Run'' box.  If no number is entered, or the number is greater than the number of lines in the script, the script begins at line #1.&lt;br /&gt;
&lt;br /&gt;
==Label==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| label name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| label comfort; label upgraderax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creates a placeholder within the scripts that can be referenced for a loop or goto command. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
attack 360,843 any t:400,b:400&lt;br /&gt;
attack 344,567 any t:400,b:400&lt;br /&gt;
attack 400,543 any t:400,b:400&lt;br /&gt;
label upgrade&lt;br /&gt;
upgrade barrack&lt;br /&gt;
loop upgrade 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goto label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| goto upgradecot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to any label, anywhere in the script. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
goto trainarch&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 atk&lt;br /&gt;
goto upgradecot&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosub label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosub medalfarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to a subroutine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GosubReturn==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used at the end of a subroutine to return to the line that called it, and proceed from there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
loop [optional # of times]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional label]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional # of times] [optional label]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
loop&amp;lt;br&amp;gt;&lt;br /&gt;
loop 5&amp;lt;br&amp;gt;&lt;br /&gt;
loop upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
loop 2 upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to repeat your entire script, or using a label repeat parts of a script. No parameter, or a  parameter of 0 (ie - loop 0), will repeat the script indefinitely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade everything in your&lt;br /&gt;
// city, as long as tech and&lt;br /&gt;
// resource requirements are met&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade&lt;br /&gt;
      loop&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// repeat the process again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      loop 5&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// upgrade cottages and repeat the cottages again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      label cotupgrade&lt;br /&gt;
      upgrade cottage&lt;br /&gt;
      loop 5 cotupgrade&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repeat==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| repeat [optional # of times]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
repeat&amp;lt;br&amp;gt;&lt;br /&gt;
repeat 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The repeat command will simply repeat the previous line of script the specified number of times. No parameter, or a  parameter of 0 (ie - repeat 0), will repeat the previous line indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//================================&lt;br /&gt;
// Attack 2 targets, then upgrade&lt;br /&gt;
// your cottages first, followed&lt;br /&gt;
// by your barracks&lt;br /&gt;
//================================ &lt;br /&gt;
attack 245,325 Bubba arch:25000,warr:25000,t:1000&lt;br /&gt;
attack 222,324 any t:400,b:400&lt;br /&gt;
upgrade cottage&lt;br /&gt;
repeat 12&lt;br /&gt;
upgrade barrack&lt;br /&gt;
repeat 12&lt;br /&gt;
&lt;br /&gt;
//================================&lt;br /&gt;
// Upgrade all of your buildings&lt;br /&gt;
// and resource fields to level 9:&lt;br /&gt;
//================================ &lt;br /&gt;
upgrade&lt;br /&gt;
repeat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep ''seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep ''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep 15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 1:43&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 4:22:32&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep command will cause the bot to pause for the indicated time, which can be expressed as seconds only (i.e. 34, 240, 23432), minutes and seconds (i.e. 4:30) or hours, minutes, seconds (2:44:34).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep 30		//Sleeps the script for 30 seconds&lt;br /&gt;
sleep 2:45		//Sleeps the script for 2 minutes 45 seconds&lt;br /&gt;
sleep 7:25:00		//Sleeps the script for 7 hours, 25 minutes and 0 seconds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep @==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sleep @:''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sleep @:14:15:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep @ command will puase Y.A.E.B. until the time indicated, based on the system time of '''your computer'''.  The time must be expressed in 24 hr. format, with 00:00:01 being 1 second after midnight, and 12:00:01 being 1 second past noon. This feature is similar to ''camp time'' with the added advantage that the bot will calculate how much camp time is required for your troops to arrive at the given time.  &lt;br /&gt;
&lt;br /&gt;
Note that there is always a slight variation between the Evony engine clock and your system time.  The exact time difference between the Evony engine and your computer system time is displayed at startup or any time you click the '''Refresh''' button on the top left of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep @:15:45		//Sleeps the script until 3:45pm local system time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep rnd==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:''maximum.seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:''minseconds'':''maxseconds''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:20:30&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sleeps the bot for a random time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep rnd:15		//sleep for a random number of seconds between 0 and 15&lt;br /&gt;
sleep rnd:300:600	//sleep randomly for at least 5 minutes, but no more than 10 minutes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logout==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
logout @:logouttime @:logontime&amp;lt;br&amp;gt;&lt;br /&gt;
logout ''time.to.out'' ''time.to.on''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
logout @:01:30:31 @:06:35:00 &amp;lt;br&amp;gt;&lt;br /&gt;
logout 1:00 5:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disconnects/connects Y.A.E.B. from/to the server. Time must be expressed in 24 hr format if using tha @ option.  &lt;br /&gt;
&lt;br /&gt;
Note that any script running that causes the bot to diconnect '''''will continue running''''' again once the bot reconnects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
1: logout 1:00 29:00&lt;br /&gt;
2: attack 400,400 any c:1000,s:1000 &lt;br /&gt;
3: repeat 3&lt;br /&gt;
4: sleep 45&lt;br /&gt;
5: loop&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This script will cause the bot to send 3 spam waves to the target every 30 minutes, indefinitely, disconnecting from the server in between each set.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goal [desired goal [parameters]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
goal config npc:5&amp;lt;br&amp;gt;&lt;br /&gt;
goal research ar:4,ms:5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to execute the script line as a goal. It is optional, in the above example just &amp;quot;config npc:5&amp;quot; as a script line would work to adjust the goal config npc to '5'. Any goal can be executed via a script line without this optional command, but this may be useful when a goal and a script have the same name, and you want it to modify the goal explicitly.&lt;br /&gt;
&lt;br /&gt;
==ResetGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will:&lt;br /&gt;
remove all building, tech, &amp;amp; fortification directives;&lt;br /&gt;
cancel all troop requirements, erase all config statements, erase all variables;&lt;br /&gt;
set reportstokeep &amp;amp; distancepolicy to default values;&lt;br /&gt;
delete npcbounds, npcheroes, nolevelheroes, spamheroes;&lt;br /&gt;
remove all send/keep resource/troops directives, 			&lt;br /&gt;
set homeheroes:1, traininghero &amp;quot;&amp;quot; 300 -1 -1, gatepolicy 0 0 0 0 0&lt;br /&gt;
reset: defencepolicy, HeroPolicy, WarehousePolicy, FarmingPolicy, RallyPolicy, tradepolicy, ProcessingPolicy, &amp;amp; hunting &lt;br /&gt;
&lt;br /&gt;
==Config==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config [directive]:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| config wartown:0&lt;br /&gt;
|}&lt;br /&gt;
In order to allow control of all Y.A.E.B. functions through the scripting interface, all ''config'' switches that can be set in the goals page are accessible in your script.  The new settings will be retained until:&lt;br /&gt;
*they are changed again through a script command&lt;br /&gt;
*the Set Goals button in the Goals page is selected, or &lt;br /&gt;
*the bot is restarted. &lt;br /&gt;
The changes made to settings through the script interface  will only change the values currently in memory.  No actual changes are made to the Goals page and all values can be restored to  settings on the goals page by selecting '''Set Goals''' with the goals window displayed.&lt;br /&gt;
&lt;br /&gt;
For more information please refer to the [[Intro to Goals]] Section of this Wiki.&lt;br /&gt;
&lt;br /&gt;
==BuildingGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildinggoals [build.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildinggoals st:0:0,b:9:12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''build'' goal directive from the script interface.  For more information see the [[Building Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TechGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| techgoals [research.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| techgoals ar:10,ho:10,mt:9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''research'' goal directive from the script interface.  For more information see the [[Research Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TroopGoal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troopgoal [troop.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| troopgoal w:5k,a:10k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''troop'' goal directive from the script interface.  For more information see the [[Troop Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==Autorun==&lt;br /&gt;
&lt;br /&gt;
 This command has been incorporated into the startup screen.&lt;br /&gt;
&lt;br /&gt;
==UpdateAllData==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 This command has not yet been defined.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25426</id>
		<title>Intro to Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25426"/>
				<updated>2012-08-16T10:19:57Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Sleep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Scripting allows you to enter commands to the bot that will be performed immediately line by line, as opposed to goals which are gradually worked towards. For instance, the directive ''troop a:5000'' in the goals window tells the bot to build archers until you have 5000 then move to the next goal. If you already have 5000 or more archers, it is disregarded. The script command ''train a:5000'' will immediately queue 5000 archers in your barracks regardless of how many you have already, provided of course you have the population and resources needed.&lt;br /&gt;
 &lt;br /&gt;
The Script window is similar to the Goals window, and is found by selecting the ''Script'' tab on the upper left hand window.  There are 5 individual script windows per city, allowing you to build up to 5 command sets per city, that will be saved (provided you select the ''save'' button) along with your goals. Individual scripts are selected by way of the ''Load'' button.&lt;br /&gt;
&lt;br /&gt;
The commands available give you the ability to perform all of the the same functions the bot works towards in the goals window, as well as add to or alter those goals. Note that goals modified or added in the script window will not be reflected in the goals window, or saved with them.  &lt;br /&gt;
&lt;br /&gt;
The script set includes ''ifgosub'' and ''ifgoto'' statements allowing you to automatically make decisions based on conditions in your city, such as the amount of lumber or number of warriors you have on hand.  &lt;br /&gt;
&lt;br /&gt;
Variables for use in ''ifgoto &amp;amp; ifgosub'' statements can be found in the [[Reference Section]].&lt;br /&gt;
&lt;br /&gt;
Scripts are executed from the top down, beginning at the line number specified in the ''Run'' box.  If no number is entered, or the number is greater than the number of lines in the script, the script begins at line #1.&lt;br /&gt;
&lt;br /&gt;
==Label==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| label name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| label comfort; label upgraderax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creates a placeholder within the scripts that can be referenced for a loop or goto command. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
attack 360,843 any t:400,b:400&lt;br /&gt;
attack 344,567 any t:400,b:400&lt;br /&gt;
attack 400,543 any t:400,b:400&lt;br /&gt;
label upgrade&lt;br /&gt;
upgrade barrack&lt;br /&gt;
loop upgrade 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goto label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| goto upgradecot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to any label, anywhere in the script. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
goto trainarch&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 atk&lt;br /&gt;
goto upgradecot&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosub label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosub medalfarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to a subroutine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GosubReturn==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used at the end of a subroutine to return to the line that called it, and proceed from there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
loop [optional # of times]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional label]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional # of times] [optional label]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
loop&amp;lt;br&amp;gt;&lt;br /&gt;
loop 5&amp;lt;br&amp;gt;&lt;br /&gt;
loop upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
loop 2 upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to repeat your entire script, or using a label repeat parts of a script. No parameter, or a  parameter of 0 (ie - loop 0), will repeat the script indefinitely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade everything in your&lt;br /&gt;
// city, as long as tech and&lt;br /&gt;
// resource requirements are met&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade&lt;br /&gt;
      loop&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// repeat the process again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      loop 5&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// upgrade cottages and repeat the cottages again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      label cotupgrade&lt;br /&gt;
      upgrade cottage&lt;br /&gt;
      loop 5 cotupgrade&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repeat==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| repeat [optional # of times]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
repeat&amp;lt;br&amp;gt;&lt;br /&gt;
repeat 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The repeat command will simply repeat the previous line of script the specified number of times. No parameter, or a  parameter of 0 (ie - repeat 0), will repeat the previous line indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//================================&lt;br /&gt;
// Attack 2 targets, then upgrade&lt;br /&gt;
// your cottages first, followed&lt;br /&gt;
// by your barracks&lt;br /&gt;
//================================ &lt;br /&gt;
attack 245,325 Bubba arch:25000,warr:25000,t:1000&lt;br /&gt;
attack 222,324 any t:400,b:400&lt;br /&gt;
upgrade cottage&lt;br /&gt;
repeat 12&lt;br /&gt;
upgrade barrack&lt;br /&gt;
repeat 12&lt;br /&gt;
&lt;br /&gt;
//================================&lt;br /&gt;
// Upgrade all of your buildings&lt;br /&gt;
// and resource fields to level 9:&lt;br /&gt;
//================================ &lt;br /&gt;
upgrade&lt;br /&gt;
repeat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep ''seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep ''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep 15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 1:43&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 4:22:32&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep command will cause the bot to pause for the indicated time, which can be expressed as seconds only (i.e. 34, 240, 23432), minutes and seconds (i.e. 4:30) or hours, minutes, seconds (2:44:34).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep 30		//Sleeps the script for 30 seconds&lt;br /&gt;
sleep 2:45		//Sleeps the script for 2 minutes 45 seconds&lt;br /&gt;
sleep 7:25:00		//Sleeps the script for 7 hours, 25 minutes and 0 seconds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep @==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sleep @:''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sleep @:14:15:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep @ command will puase Y.A.E.B. until the time indicated, based on the system time of '''your computer'''.  The time must be expressed in 24 hr. format, with 00:00:01 being 1 second after midnight, and 12:00:01 being 1 second past noon. This feature is similar to ''camp time'' with the added advantage that the bot will calculate how much camp time is required for your troops to arrive at the given time.  &lt;br /&gt;
&lt;br /&gt;
Note that there is always a slight variation between the Evony engine clock and your system time.  The exact time difference between the Evony engine and your computer system time is displayed at startup or any time you click the '''Refresh''' button on the top left of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep @:15:45		//Sleeps the script until 3:45pm local system time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep rnd==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:''maximum.seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:''minseconds'':''maxseconds''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:20:30&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sleeps Y.A.E.B. for a random time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep rnd:15		//sleep for a random number of seconds between 0 and 15&lt;br /&gt;
sleep rnd:300:600	//sleep randomly for at least 5 minutes, but no more than 10 minutes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logout==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
logout @:logouttime @:logontime&amp;lt;br&amp;gt;&lt;br /&gt;
logout ''time.to.out'' ''time.to.on''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
logout @:01:30:31 @:06:35:00 &amp;lt;br&amp;gt;&lt;br /&gt;
logout 1:00 5:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disconnects/connects Y.A.E.B. from/to the server. Time must be expressed in 24 hr format if using tha @ option.  &lt;br /&gt;
&lt;br /&gt;
Note that any script running that causes the bot to diconnect '''''will continue running''''' again once the bot reconnects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
1: logout 1:00 29:00&lt;br /&gt;
2: attack 400,400 any c:1000,s:1000 &lt;br /&gt;
3: repeat 3&lt;br /&gt;
4: sleep 45&lt;br /&gt;
5: loop&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This script will cause the bot to send 3 spam waves to the target every 30 minutes, indefinitely, disconnecting from the server in between each set.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goal [desired goal [parameters]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
goal config npc:5&amp;lt;br&amp;gt;&lt;br /&gt;
goal research ar:4,ms:5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to execute the script line as a goal. It is optional, in the above example just &amp;quot;config npc:5&amp;quot; as a script line would work to adjust the goal config npc to '5'. Any goal can be executed via a script line without this optional command, but this may be useful when a goal and a script have the same name, and you want it to modify the goal explicitly.&lt;br /&gt;
&lt;br /&gt;
==ResetGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will:&lt;br /&gt;
remove all building, tech, &amp;amp; fortification directives;&lt;br /&gt;
cancel all troop requirements, erase all config statements, erase all variables;&lt;br /&gt;
set reportstokeep &amp;amp; distancepolicy to default values;&lt;br /&gt;
delete npcbounds, npcheroes, nolevelheroes, spamheroes;&lt;br /&gt;
remove all send/keep resource/troops directives, 			&lt;br /&gt;
set homeheroes:1, traininghero &amp;quot;&amp;quot; 300 -1 -1, gatepolicy 0 0 0 0 0&lt;br /&gt;
reset: defencepolicy, HeroPolicy, WarehousePolicy, FarmingPolicy, RallyPolicy, tradepolicy, ProcessingPolicy, &amp;amp; hunting &lt;br /&gt;
&lt;br /&gt;
==Config==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config [directive]:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| config wartown:0&lt;br /&gt;
|}&lt;br /&gt;
In order to allow control of all Y.A.E.B. functions through the scripting interface, all ''config'' switches that can be set in the goals page are accessible in your script.  The new settings will be retained until:&lt;br /&gt;
*they are changed again through a script command&lt;br /&gt;
*the Set Goals button in the Goals page is selected, or &lt;br /&gt;
*the bot is restarted. &lt;br /&gt;
The changes made to settings through the script interface  will only change the values currently in memory.  No actual changes are made to the Goals page and all values can be restored to  settings on the goals page by selecting '''Set Goals''' with the goals window displayed.&lt;br /&gt;
&lt;br /&gt;
For more information please refer to the [[Intro to Goals]] Section of this Wiki.&lt;br /&gt;
&lt;br /&gt;
==BuildingGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildinggoals [build.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildinggoals st:0:0,b:9:12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''build'' goal directive from the script interface.  For more information see the [[Building Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TechGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| techgoals [research.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| techgoals ar:10,ho:10,mt:9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''research'' goal directive from the script interface.  For more information see the [[Research Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TroopGoal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troopgoal [troop.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| troopgoal w:5k,a:10k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''troop'' goal directive from the script interface.  For more information see the [[Troop Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==Autorun==&lt;br /&gt;
&lt;br /&gt;
 This command has been incorporated into the startup screen.&lt;br /&gt;
&lt;br /&gt;
==UpdateAllData==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 This command has not yet been defined.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25425</id>
		<title>Intro to Scripts</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Intro_to_Scripts&amp;diff=25425"/>
				<updated>2012-08-16T10:16:05Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Scripting allows you to enter commands to the bot that will be performed immediately line by line, as opposed to goals which are gradually worked towards. For instance, the directive ''troop a:5000'' in the goals window tells the bot to build archers until you have 5000 then move to the next goal. If you already have 5000 or more archers, it is disregarded. The script command ''train a:5000'' will immediately queue 5000 archers in your barracks regardless of how many you have already, provided of course you have the population and resources needed.&lt;br /&gt;
 &lt;br /&gt;
The Script window is similar to the Goals window, and is found by selecting the ''Script'' tab on the upper left hand window.  There are 5 individual script windows per city, allowing you to build up to 5 command sets per city, that will be saved (provided you select the ''save'' button) along with your goals. Individual scripts are selected by way of the ''Load'' button.&lt;br /&gt;
&lt;br /&gt;
The commands available give you the ability to perform all of the the same functions the bot works towards in the goals window, as well as add to or alter those goals. Note that goals modified or added in the script window will not be reflected in the goals window, or saved with them.  &lt;br /&gt;
&lt;br /&gt;
The script set includes ''ifgosub'' and ''ifgoto'' statements allowing you to automatically make decisions based on conditions in your city, such as the amount of lumber or number of warriors you have on hand.  &lt;br /&gt;
&lt;br /&gt;
Variables for use in ''ifgoto &amp;amp; ifgosub'' statements can be found in the [[Reference Section]].&lt;br /&gt;
&lt;br /&gt;
Scripts are executed from the top down, beginning at the line number specified in the ''Run'' box.  If no number is entered, or the number is greater than the number of lines in the script, the script begins at line #1.&lt;br /&gt;
&lt;br /&gt;
==Label==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| label name&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| label comfort; label upgraderax&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Creates a placeholder within the scripts that can be referenced for a loop or goto command. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
attack 360,843 any t:400,b:400&lt;br /&gt;
attack 344,567 any t:400,b:400&lt;br /&gt;
attack 400,543 any t:400,b:400&lt;br /&gt;
label upgrade&lt;br /&gt;
upgrade barrack&lt;br /&gt;
loop upgrade 5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Goto==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goto label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| goto upgradecot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to any label, anywhere in the script. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
goto trainarch&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 atk&lt;br /&gt;
goto upgradecot&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gosub==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosub label&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosub medalfarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to jump to a subroutine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GosubReturn==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| gosubreturn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Used at the end of a subroutine to return to the line that called it, and proceed from there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gosub medalfarm&lt;br /&gt;
gosub trainarch&lt;br /&gt;
gosub upgradecot&lt;br /&gt;
loop 0&lt;br /&gt;
label medalfarm&lt;br /&gt;
attack 123,300 !Bubba,!Xavier,any t:400,b:400&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label upgradecot&lt;br /&gt;
upgrade house&lt;br /&gt;
repeat 2&lt;br /&gt;
gosubreturn&lt;br /&gt;
//&lt;br /&gt;
label trainarch&lt;br /&gt;
train arch:2500 Hero&lt;br /&gt;
gosubreturn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Loop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
loop [optional # of times]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional label]&amp;lt;br&amp;gt;&lt;br /&gt;
loop [optional # of times] [optional label]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
loop&amp;lt;br&amp;gt;&lt;br /&gt;
loop 5&amp;lt;br&amp;gt;&lt;br /&gt;
loop upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
loop 2 upgrade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Allows you to repeat your entire script, or using a label repeat parts of a script. No parameter, or a  parameter of 0 (ie - loop 0), will repeat the script indefinitely. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade everything in your&lt;br /&gt;
// city, as long as tech and&lt;br /&gt;
// resource requirements are met&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade&lt;br /&gt;
      loop&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// repeat the process again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      loop 5&lt;br /&gt;
&lt;br /&gt;
//===============================&lt;br /&gt;
// Upgrade your farms, sawmills&lt;br /&gt;
// and your ironmines, then&lt;br /&gt;
// upgrade cottages and repeat the cottages again&lt;br /&gt;
// 5 times&lt;br /&gt;
//===============================&lt;br /&gt;
      upgrade farm&lt;br /&gt;
      upgrade saw&lt;br /&gt;
      upgrade iron&lt;br /&gt;
      label cotupgrade&lt;br /&gt;
      upgrade cottage&lt;br /&gt;
      loop 5 cotupgrade&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repeat==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| repeat [optional # of times]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
repeat&amp;lt;br&amp;gt;&lt;br /&gt;
repeat 5&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The repeat command will simply repeat the previous line of script the specified number of times. No parameter, or a  parameter of 0 (ie - repeat 0), will repeat the previous line indefinitely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
//================================&lt;br /&gt;
// Attack 2 targets, then upgrade&lt;br /&gt;
// your cottages first, followed&lt;br /&gt;
// by your barracks&lt;br /&gt;
//================================ &lt;br /&gt;
attack 245,325 Bubba arch:25000,warr:25000,t:1000&lt;br /&gt;
attack 222,324 any t:400,b:400&lt;br /&gt;
upgrade cottage&lt;br /&gt;
repeat 12&lt;br /&gt;
upgrade barrack&lt;br /&gt;
repeat 12&lt;br /&gt;
&lt;br /&gt;
//================================&lt;br /&gt;
// Upgrade all of your buildings&lt;br /&gt;
// and resource fields to level 9:&lt;br /&gt;
//================================ &lt;br /&gt;
upgrade&lt;br /&gt;
repeat&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep ''seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep ''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep 15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 1:43&amp;lt;br&amp;gt;&lt;br /&gt;
sleep 4:22:32&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep command will cause Y.A.E.B. to pause for the indicated time, which can be expressed as seconds only (i.e. 34, 240, 23432), minutes and seconds (i.e. 4:30) or hours, minutes, seconds (2:44:34).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep 30		//Sleeps the script for 30 seconds&lt;br /&gt;
sleep 2:45		//Sleeps the script for 2 minutes 45 seconds&lt;br /&gt;
sleep 7:25:00		//Sleeps the script for 7 hours, 25 minutes and 0 seconds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep @==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sleep @:''hh:mm:ss''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| sleep @:14:15:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The sleep @ command will puase Y.A.E.B. until the time indicated, based on the system time of '''your computer'''.  The time must be expressed in 24 hr. format, with 00:00:01 being 1 second after midnight, and 12:00:01 being 1 second past noon. This feature is similar to ''camp time'' with the added advantage that the bot will calculate how much camp time is required for your troops to arrive at the given time.  &lt;br /&gt;
&lt;br /&gt;
Note that there is always a slight variation between the Evony engine clock and your system time.  The exact time difference between the Evony engine and your computer system time is displayed at startup or any time you click the '''Refresh''' button on the top left of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep @:15:45		//Sleeps the script until 3:45pm local system time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleep rnd==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:''maximum.seconds''&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:''minseconds'':''maxseconds''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
sleep rnd:15&amp;lt;br&amp;gt;&lt;br /&gt;
sleep rnd:20:30&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sleeps Y.A.E.B. for a random time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sleep rnd:15		//sleep for a random number of seconds between 0 and 15&lt;br /&gt;
sleep rnd:300:600	//sleep randomly for at least 5 minutes, but no more than 10 minutes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Logout==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
logout @:logouttime @:logontime&amp;lt;br&amp;gt;&lt;br /&gt;
logout ''time.to.out'' ''time.to.on''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
logout @:01:30:31 @:06:35:00 &amp;lt;br&amp;gt;&lt;br /&gt;
logout 1:00 5:00&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disconnects/connects Y.A.E.B. from/to the server. Time must be expressed in 24 hr format if using tha @ option.  &lt;br /&gt;
&lt;br /&gt;
Note that any script running that causes the bot to diconnect '''''will continue running''''' again once the bot reconnects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
1: logout 1:00 29:00&lt;br /&gt;
2: attack 400,400 any c:1000,s:1000 &lt;br /&gt;
3: repeat 3&lt;br /&gt;
4: sleep 45&lt;br /&gt;
5: loop&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
This script will cause the bot to send 3 spam waves to the target every 30 minutes, indefinitely, disconnecting from the server in between each set.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| goal [desired goal [parameters]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
goal config npc:5&amp;lt;br&amp;gt;&lt;br /&gt;
goal research ar:4,ms:5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to execute the script line as a goal. It is optional, in the above example just &amp;quot;config npc:5&amp;quot; as a script line would work to adjust the goal config npc to '5'. Any goal can be executed via a script line without this optional command, but this may be useful when a goal and a script have the same name, and you want it to modify the goal explicitly.&lt;br /&gt;
&lt;br /&gt;
==ResetGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| resetgoals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will:&lt;br /&gt;
remove all building, tech, &amp;amp; fortification directives;&lt;br /&gt;
cancel all troop requirements, erase all config statements, erase all variables;&lt;br /&gt;
set reportstokeep &amp;amp; distancepolicy to default values;&lt;br /&gt;
delete npcbounds, npcheroes, nolevelheroes, spamheroes;&lt;br /&gt;
remove all send/keep resource/troops directives, 			&lt;br /&gt;
set homeheroes:1, traininghero &amp;quot;&amp;quot; 300 -1 -1, gatepolicy 0 0 0 0 0&lt;br /&gt;
reset: defencepolicy, HeroPolicy, WarehousePolicy, FarmingPolicy, RallyPolicy, tradepolicy, ProcessingPolicy, &amp;amp; hunting &lt;br /&gt;
&lt;br /&gt;
==Config==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config [directive]:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| config wartown:0&lt;br /&gt;
|}&lt;br /&gt;
In order to allow control of all Y.A.E.B. functions through the scripting interface, all ''config'' switches that can be set in the goals page are accessible in your script.  The new settings will be retained until:&lt;br /&gt;
*they are changed again through a script command&lt;br /&gt;
*the Set Goals button in the Goals page is selected, or &lt;br /&gt;
*the bot is restarted. &lt;br /&gt;
The changes made to settings through the script interface  will only change the values currently in memory.  No actual changes are made to the Goals page and all values can be restored to  settings on the goals page by selecting '''Set Goals''' with the goals window displayed.&lt;br /&gt;
&lt;br /&gt;
For more information please refer to the [[Intro to Goals]] Section of this Wiki.&lt;br /&gt;
&lt;br /&gt;
==BuildingGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| buildinggoals [build.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| buildinggoals st:0:0,b:9:12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''build'' goal directive from the script interface.  For more information see the [[Building Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TechGoals==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| techgoals [research.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| techgoals ar:10,ho:10,mt:9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''research'' goal directive from the script interface.  For more information see the [[Research Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==TroopGoal==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troopgoal [troop.goal.string]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| troopgoal w:5k,a:10k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This command will allow you to add a new ''troop'' goal directive from the script interface.  For more information see the [[Troop Goals]] section.&lt;br /&gt;
&lt;br /&gt;
==Autorun==&lt;br /&gt;
&lt;br /&gt;
 This command has been incorporated into the startup screen.&lt;br /&gt;
&lt;br /&gt;
==UpdateAllData==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 This command has not yet been defined.&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Resource_Goals&amp;diff=25424</id>
		<title>Resource Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Resource_Goals&amp;diff=25424"/>
				<updated>2012-08-16T09:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Resourcelimits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trade==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config trade:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;trade&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, your bot will buy and sell resources in an attempt to gain and keep the resources you need and want in your city, as specified with [[Resource_Goals#Tradepolicy|tradepolicy]]. Most buy and sell messages are hidden to reduce spam in the log window of the bot. You can view these trade messages by enabling the &amp;quot;Trading&amp;quot; debug logging in the Debug Settings tab. For detailed trading logs, enable &amp;quot;Verbose&amp;quot; also.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tradepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| tradepolicy /type:[restype] /min:[amount] /max:[amount] /batch:[amount] [/allowselltomin] [/donotautosellabovemax]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;tradepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;/type:wood /min:20m /max:30m /batch:500k&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bot will buy and sell resources to achieve the amounts specified in tradepolicy for each resource. In the example above, the bot will try to maintain at least 20mil lumber but no more than 30mil lumber, and will perform trading in batches of 500k at a time. The abbreviation &amp;quot;d&amp;quot; may be used to signify days, rather than quantities, for gold and food minimums and food maximums. For example, /min:10d would signify 10 days worth of food upkeep based on troops, or 10 days worth of gold salary based on heroes. Gold cannot have a /max setting.&lt;br /&gt;
&lt;br /&gt;
Trading works in stages, using the following tradepolicy goals: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradepolicy /type:gold /min:50m&lt;br /&gt;
tradepolicy /type:food /min:2d /max:10b /batch:1m&lt;br /&gt;
tradepolicy /type:wood /min:20m /max:30m /batch:500k&lt;br /&gt;
tradepolicy /type:stone /min:500m /max:1b /batch:1m&lt;br /&gt;
tradepolicy /type:iron /min:20m /max:30m /batch:500k&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1st the bot will keep 50 million gold and never make resource bids that would put you below that.&lt;br /&gt;
&lt;br /&gt;
2nd the bot will acquire and keep at least 2 days worth of food, 20mil wood/iron and 500mil stone in your city. It will sell excess (over /max) of something if you have it to get you back up to these minimum amounts at least. It will also spend all your gold that is over the 50 million minimum set above to buy a resource if you're below these minimums. If there is nothing extra to sell and no gold to spare, and if you have set the /allowselltomin switch, then it will sell other resource(s) over /min in order to buy a resource that is under /min. For example, ''tradepolicy /type:wood /min:20m /max:30m /batch:500k /allowselltomin''. &lt;br /&gt;
&lt;br /&gt;
3rd the bot will try to acquire and keep a maximum of 30mil wood/iron, 1bil stone, and 10bil food. Anytime a resource gets over /max, it will sell the excess off in order to bring the rest of your other resources proportionally up to /max. If every resource is at or above /max, then the bot will automatically sell resources as they get over /max. You can disable this automatic selling of resources over /max by adding the /donotautosellabovemax switch to the line. For example, ''tradepolicy /type:food /min:2d /max:10b /batch:1m /donotautosellabovemax''. Note the bot will still sell resources over /max if another resource isn't maxed yet, even with this switch set.&lt;br /&gt;
&lt;br /&gt;
The batch tells the bot how much to wait for to sell or buy at a time... so that it's not constantly spamming with small quantity trades, in this example the bot has to wait until it can buy or sell at least 500k or 1mil at a time, depending on the resource. If you go into emergency trade and need gold/food for comforting or refuge/revolt protection, it will sell as low as necessary and ignore the minimum batch. Do not set the batch too high on small/new accounts and expect the bot to be able to trade those amounts.&lt;br /&gt;
&lt;br /&gt;
All /min settings are ignored in an emergency. Emergency is defined as gold under 24 hours worth of salary, and 30 minutes worth of troop upkeep in food.&lt;br /&gt;
&lt;br /&gt;
==Resourcelimits==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resourcelimits food lumber stone iron&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;resourcelimits &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive is a stub for [[Resource_Goals#Tradepolicy|tradepolicy]]. It will internally set your goals to function in a manner similar to the original resourcelimits found in older versions of AutoEvony and YAEB bots.&lt;br /&gt;
&lt;br /&gt;
This directive will instruct the bot how many of each resource you wish to keep in the city, so that it can buy and sell via config trade to achieve it. The bot is a powerful tool, but it is not a miracle worker. The bot will generally tend to sell down food and stone in order to buy lumber and iron, so be careful of giving it unreasonable settings. &lt;br /&gt;
&lt;br /&gt;
This can be combined with [[Resource_Goals#Tradepolicy|tradepolicy]] to some extent. Place your resourcelimits goal line, and after it one or more tradepolicy lines to override the resourcelimits line for that specific resource. For example, since resourcelimits by default will set a very low internal gold tradepolicy, you could do:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// resource stuff&lt;br /&gt;
config trade:1&lt;br /&gt;
resourcelimits 100b 20m 10b 50m&lt;br /&gt;
tradepolicy /type:gold /min:500m&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| production food% wood% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;production &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100 100 100 100&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal sets the desired city production of resources for the city.  You must use a number between 0 and 100. Troop production may adjust production rates down temporarily if permitted to via the goal [[Troop_Goals#Troopsusepopmax|config troopsusepopmax]].&lt;br /&gt;
&lt;br /&gt;
==Keepresource==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| keepresource CoordOfOtherCity res_to_keep [quantity]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;keepresource &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;f&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;keepresource &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;w&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will allow you to keep a specified amount of resources, and send all extra to another location. In the 1st example above, the bot will keep 1 billion food in this city, and if it gets extra it will send the extra to 111,222 in increments of at least 50 million. In the 2nd example above, the bot will keep 20 million lumber and 20 million iron, and send all extra to OtherCity in increments of at least 5 million.&lt;br /&gt;
&lt;br /&gt;
Keepresource uses transports to send with, and will send as much over the &amp;quot;kept&amp;quot; amount as it has resources and transports available to send as long as it's at least the minimum quantity specified. If no quantity is specified, the bot sends any amount available.&lt;br /&gt;
&lt;br /&gt;
This goal is being phased out in lieu of the newer and more powerful [[Resource_Goals#Sendresources|sendresources]] command.&lt;br /&gt;
&lt;br /&gt;
==Sendresources==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sendresources coord type local_min remote_min remote_request [trooptype]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity|AnotherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wood &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;cavalry&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;any &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-2 50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sendresources works much the same as keepresources, except it sends a specific resource to a specific city in a specific amount. A value of -1 may be used for one of the quantities to override the specific amount sent, or to disregard the local or remote minimum amount. A value of -2 in the remote quantity may be used to keep behavior more like the older keepresources goal. Multiple cities can be designated via the | symbol, ie: ''sendresources city1|city2|city3 food 1b 100m 50m''. All cities can be specified via 'any', ie: ''sendresources any food 1b 100m 50m''.&lt;br /&gt;
&lt;br /&gt;
In the 1st example, the bot will send 50 million food to OtherCity if ThisCity has at least 1 billion food and OtherCity falls below 100 million food. Since no trooptype is set, the bot will default to sending with transports.&lt;br /&gt;
&lt;br /&gt;
In the 2nd example, the bot will send 5 million wood to OtherCity and/or AnotherCity if ThisCity has at least 30 million and OtherCity and/or AnotherCity has under 20 million, and it will use cavalry to transport the wood.&lt;br /&gt;
&lt;br /&gt;
When -1 is used for the remote_min amount, the bot will not check what the city to send to has first, and will instead send the requested amount every time it has enough in ThisCity to meet the local_min. By using -1 this way, the bot is able to send to coordinates on another account, for example from a feeder account to a main account. In the 3rd  example above, the bot is told to send 50mil at a time to 111,222, as long as ThisCity has 1 billion. &lt;br /&gt;
&lt;br /&gt;
When -1 is used for the sending quantity, the bot will send however much the city can send, limited only by the transports sending it. In the 4th example, the bot will send as much food as possible from ThisCity to OtherCity, until ThisCity falls below 1bil left, or OtherCity reaches the 100mil goal.&lt;br /&gt;
&lt;br /&gt;
When -1 is used for the local_min, the bot will send the quantity to the destination when it falls below remote_min, regardless of the amount in the current city, until it runs out of resources. In the above 5th example, ThisCity will send batches of 50mil food to 'any' city you own if one falls below 100mil food, regardless of how much food is in ThisCity.&lt;br /&gt;
&lt;br /&gt;
In the 6th example above, the bot will keep 1bil food in ThisCity and send all excess to 111,222 in batches of at least 50 million at a time.&lt;br /&gt;
&lt;br /&gt;
==Requestresources==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| requestresources coord type local_min remote_min remote_request [trooptype]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requestresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;&lt;br /&gt;
food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requestresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;&lt;br /&gt;
iron &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;cavalry&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Requestresources works just like Sendresources, except in reverse. &lt;br /&gt;
&lt;br /&gt;
In the 1st example above, the bot will request 50 million food from OtherCity if ThisCity has under 100 million food and OtherCity has at least 1 billion food. Since no trooptype is set, the bot will default to sending with transports. &lt;br /&gt;
&lt;br /&gt;
In the 2nd example above, the bot will request 5 million iron from 111,222 if ThisCity has under 20 million iron, regardless of how much iron is in 111,222, and it will use cavalry to transport the iron. &lt;br /&gt;
&lt;br /&gt;
The use of -1 and -2 parameters are possible with requestresources exactly as detailed above with sendresources.&lt;br /&gt;
&lt;br /&gt;
==Warehousepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| warehousepolicy food% lumber% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;warehousepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;34 33 0 33&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows the bot to adjust the amount of resources stored in the warehouse. The total amount cannot exceed 100%.&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Resource_Goals&amp;diff=25423</id>
		<title>Resource Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Resource_Goals&amp;diff=25423"/>
				<updated>2012-08-16T09:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trade==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config trade:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;trade&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, your bot will buy and sell resources in an attempt to gain and keep the resources you need and want in your city, as specified with [[Resource_Goals#Tradepolicy|tradepolicy]]. Most buy and sell messages are hidden to reduce spam in the log window of the bot. You can view these trade messages by enabling the &amp;quot;Trading&amp;quot; debug logging in the Debug Settings tab. For detailed trading logs, enable &amp;quot;Verbose&amp;quot; also.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tradepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| tradepolicy /type:[restype] /min:[amount] /max:[amount] /batch:[amount] [/allowselltomin] [/donotautosellabovemax]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;tradepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;/type:wood /min:20m /max:30m /batch:500k&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bot will buy and sell resources to achieve the amounts specified in tradepolicy for each resource. In the example above, the bot will try to maintain at least 20mil lumber but no more than 30mil lumber, and will perform trading in batches of 500k at a time. The abbreviation &amp;quot;d&amp;quot; may be used to signify days, rather than quantities, for gold and food minimums and food maximums. For example, /min:10d would signify 10 days worth of food upkeep based on troops, or 10 days worth of gold salary based on heroes. Gold cannot have a /max setting.&lt;br /&gt;
&lt;br /&gt;
Trading works in stages, using the following tradepolicy goals: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradepolicy /type:gold /min:50m&lt;br /&gt;
tradepolicy /type:food /min:2d /max:10b /batch:1m&lt;br /&gt;
tradepolicy /type:wood /min:20m /max:30m /batch:500k&lt;br /&gt;
tradepolicy /type:stone /min:500m /max:1b /batch:1m&lt;br /&gt;
tradepolicy /type:iron /min:20m /max:30m /batch:500k&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1st the bot will keep 50 million gold and never make resource bids that would put you below that.&lt;br /&gt;
&lt;br /&gt;
2nd the bot will acquire and keep at least 2 days worth of food, 20mil wood/iron and 500mil stone in your city. It will sell excess (over /max) of something if you have it to get you back up to these minimum amounts at least. It will also spend all your gold that is over the 50 million minimum set above to buy a resource if you're below these minimums. If there is nothing extra to sell and no gold to spare, and if you have set the /allowselltomin switch, then it will sell other resource(s) over /min in order to buy a resource that is under /min. For example, ''tradepolicy /type:wood /min:20m /max:30m /batch:500k /allowselltomin''. &lt;br /&gt;
&lt;br /&gt;
3rd the bot will try to acquire and keep a maximum of 30mil wood/iron, 1bil stone, and 10bil food. Anytime a resource gets over /max, it will sell the excess off in order to bring the rest of your other resources proportionally up to /max. If every resource is at or above /max, then the bot will automatically sell resources as they get over /max. You can disable this automatic selling of resources over /max by adding the /donotautosellabovemax switch to the line. For example, ''tradepolicy /type:food /min:2d /max:10b /batch:1m /donotautosellabovemax''. Note the bot will still sell resources over /max if another resource isn't maxed yet, even with this switch set.&lt;br /&gt;
&lt;br /&gt;
The batch tells the bot how much to wait for to sell or buy at a time... so that it's not constantly spamming with small quantity trades, in this example the bot has to wait until it can buy or sell at least 500k or 1mil at a time, depending on the resource. If you go into emergency trade and need gold/food for comforting or refuge/revolt protection, it will sell as low as necessary and ignore the minimum batch. Do not set the batch too high on small/new accounts and expect the bot to be able to trade those amounts.&lt;br /&gt;
&lt;br /&gt;
All /min settings are ignored in an emergency. Emergency is defined as gold under 24 hours worth of salary, and 30 minutes worth of troop upkeep in food.&lt;br /&gt;
&lt;br /&gt;
==Resourcelimits==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resourcelimits food lumber stone iron&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;resourcelimits &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive is available in it's original form in rev1268 and older. It was removed in all versions post-1268, but re-added as a stub for [[Resource_Goals#Tradepolicy|tradepolicy]] after the 2334 release. It will internally set [[Resource_Goals#Tradepolicy|tradepolicy]] goals in the bot to function in a manner similar to the original resourcelimits.&lt;br /&gt;
&lt;br /&gt;
This directive will instruct Y.A.E.B. how many of each resource you wish to keep in the city, so that it can buy and sell via config trade to achieve it. The bot is a powerful tool, but it is not a miracle worker. The bot will generally tend to sell down food and stone in order to buy lumber and iron, so be careful of giving it unreasonable settings. &lt;br /&gt;
&lt;br /&gt;
This can be combined with [[Resource_Goals#Tradepolicy|tradepolicy]] to some extent. Place your resourcelimits goal line, then one or more tradepolicy lines to override the resourcelimits line, for example since resourcelimits by default will set a very low internal gold tradepolicy, you could do:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// resource stuff&lt;br /&gt;
config trade:1&lt;br /&gt;
resourcelimits 100b 20m 10b 50m&lt;br /&gt;
tradepolicy /type:gold /min:500m&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| production food% wood% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;production &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100 100 100 100&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal sets the desired city production of resources for the city.  You must use a number between 0 and 100. Troop production may adjust production rates down temporarily if permitted to via the goal [[Troop_Goals#Troopsusepopmax|config troopsusepopmax]].&lt;br /&gt;
&lt;br /&gt;
==Keepresource==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| keepresource CoordOfOtherCity res_to_keep [quantity]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;keepresource &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;f&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;keepresource &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;w&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will allow you to keep a specified amount of resources, and send all extra to another location. In the 1st example above, the bot will keep 1 billion food in this city, and if it gets extra it will send the extra to 111,222 in increments of at least 50 million. In the 2nd example above, the bot will keep 20 million lumber and 20 million iron, and send all extra to OtherCity in increments of at least 5 million.&lt;br /&gt;
&lt;br /&gt;
Keepresource uses transports to send with, and will send as much over the &amp;quot;kept&amp;quot; amount as it has resources and transports available to send as long as it's at least the minimum quantity specified. If no quantity is specified, the bot sends any amount available.&lt;br /&gt;
&lt;br /&gt;
This goal is being phased out in lieu of the newer and more powerful [[Resource_Goals#Sendresources|sendresources]] command.&lt;br /&gt;
&lt;br /&gt;
==Sendresources==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sendresources coord type local_min remote_min remote_request [trooptype]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity|AnotherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wood &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;cavalry&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;any &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-2 50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sendresources works much the same as keepresources, except it sends a specific resource to a specific city in a specific amount. A value of -1 may be used for one of the quantities to override the specific amount sent, or to disregard the local or remote minimum amount. A value of -2 in the remote quantity may be used to keep behavior more like the older keepresources goal. Multiple cities can be designated via the | symbol, ie: ''sendresources city1|city2|city3 food 1b 100m 50m''. All cities can be specified via 'any', ie: ''sendresources any food 1b 100m 50m''.&lt;br /&gt;
&lt;br /&gt;
In the 1st example, the bot will send 50 million food to OtherCity if ThisCity has at least 1 billion food and OtherCity falls below 100 million food. Since no trooptype is set, the bot will default to sending with transports.&lt;br /&gt;
&lt;br /&gt;
In the 2nd example, the bot will send 5 million wood to OtherCity and/or AnotherCity if ThisCity has at least 30 million and OtherCity and/or AnotherCity has under 20 million, and it will use cavalry to transport the wood.&lt;br /&gt;
&lt;br /&gt;
When -1 is used for the remote_min amount, the bot will not check what the city to send to has first, and will instead send the requested amount every time it has enough in ThisCity to meet the local_min. By using -1 this way, the bot is able to send to coordinates on another account, for example from a feeder account to a main account. In the 3rd  example above, the bot is told to send 50mil at a time to 111,222, as long as ThisCity has 1 billion. &lt;br /&gt;
&lt;br /&gt;
When -1 is used for the sending quantity, the bot will send however much the city can send, limited only by the transports sending it. In the 4th example, the bot will send as much food as possible from ThisCity to OtherCity, until ThisCity falls below 1bil left, or OtherCity reaches the 100mil goal.&lt;br /&gt;
&lt;br /&gt;
When -1 is used for the local_min, the bot will send the quantity to the destination when it falls below remote_min, regardless of the amount in the current city, until it runs out of resources. In the above 5th example, ThisCity will send batches of 50mil food to 'any' city you own if one falls below 100mil food, regardless of how much food is in ThisCity.&lt;br /&gt;
&lt;br /&gt;
In the 6th example above, the bot will keep 1bil food in ThisCity and send all excess to 111,222 in batches of at least 50 million at a time.&lt;br /&gt;
&lt;br /&gt;
==Requestresources==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| requestresources coord type local_min remote_min remote_request [trooptype]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requestresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;&lt;br /&gt;
food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requestresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;&lt;br /&gt;
iron &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;cavalry&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Requestresources works just like Sendresources, except in reverse. &lt;br /&gt;
&lt;br /&gt;
In the 1st example above, the bot will request 50 million food from OtherCity if ThisCity has under 100 million food and OtherCity has at least 1 billion food. Since no trooptype is set, the bot will default to sending with transports. &lt;br /&gt;
&lt;br /&gt;
In the 2nd example above, the bot will request 5 million iron from 111,222 if ThisCity has under 20 million iron, regardless of how much iron is in 111,222, and it will use cavalry to transport the iron. &lt;br /&gt;
&lt;br /&gt;
The use of -1 and -2 parameters are possible with requestresources exactly as detailed above with sendresources.&lt;br /&gt;
&lt;br /&gt;
==Warehousepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| warehousepolicy food% lumber% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;warehousepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;34 33 0 33&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows the bot to adjust the amount of resources stored in the warehouse. The total amount cannot exceed 100%.&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Resource_Goals&amp;diff=25422</id>
		<title>Resource Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Resource_Goals&amp;diff=25422"/>
				<updated>2012-08-16T09:53:47Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trade==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config trade:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;trade&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, Y.A.E.B. will buy and sell resources in an attempt to gain and keep the resources you need and want in your city, as specified with [[Resource_Goals#Tradepolicy|tradepolicy]]. In recent versions, the constant buy and sell messages are hidden to reduce spam in the log window of the bot. You can view these trade messages by enabling the &amp;quot;Trading&amp;quot; debug logging in the Debug Settings tab. For detailed trading logs, enable &amp;quot;Verbose&amp;quot; also.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tradepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| tradepolicy /type:[restype] /min:[amount] /max:[amount] /batch:[amount] [/allowselltomin] [/donotautosellabovemax]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;tradepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;/type:wood /min:20m /max:30m /batch:500k&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bot will buy and sell resources to achieve the amounts specified in tradepolicy for each resource. In the example above, the bot will try to maintain at least 20mil lumber but no more than 30mil lumber, and will perform trading in batches of 500k at a time. The abbreviation &amp;quot;d&amp;quot; may be used to signify days, rather than quantities, for gold and food minimums and food maximums. For example, /min:10d would signify 10 days worth of food upkeep based on troops, or 10 days worth of gold salary based on heroes. Gold cannot have a /max setting.&lt;br /&gt;
&lt;br /&gt;
Trading works in stages, using the following tradepolicy goals: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tradepolicy /type:gold /min:50m&lt;br /&gt;
tradepolicy /type:food /min:2d /max:10b /batch:1m&lt;br /&gt;
tradepolicy /type:wood /min:20m /max:30m /batch:500k&lt;br /&gt;
tradepolicy /type:stone /min:500m /max:1b /batch:1m&lt;br /&gt;
tradepolicy /type:iron /min:20m /max:30m /batch:500k&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1st the bot will keep 50 million gold and never make resource bids that would put you below that.&lt;br /&gt;
&lt;br /&gt;
2nd the bot will acquire and keep at least 2 days worth of food, 20mil wood/iron and 500mil stone in your city. It will sell excess (over /max) of something if you have it to get you back up to these minimum amounts at least. It will also spend all your gold that is over the 50 million minimum set above to buy a resource if you're below these minimums. If there is nothing extra to sell and no gold to spare, and if you have set the /allowselltomin switch, then it will sell other resource(s) over /min in order to buy a resource that is under /min. For example, ''tradepolicy /type:wood /min:20m /max:30m /batch:500k /allowselltomin''. &lt;br /&gt;
&lt;br /&gt;
3rd the bot will try to acquire and keep a maximum of 30mil wood/iron, 1bil stone, and 10bil food. Anytime a resource gets over /max, it will sell the excess off in order to bring the rest of your other resources proportionally up to /max. If every resource is at or above /max, then the bot will automatically sell resources as they get over /max. You can disable this automatic selling of resources over /max by adding the /donotautosellabovemax switch to the line. For example, ''tradepolicy /type:food /min:2d /max:10b /batch:1m /donotautosellabovemax''. Note the bot will still sell resources over /max if another resource isn't maxed yet, even with this switch set.&lt;br /&gt;
&lt;br /&gt;
The batch tells the bot how much to wait for to sell or buy at a time... so that it's not constantly spamming with small quantity trades, in this example the bot has to wait until it can buy or sell at least 500k or 1mil at a time, depending on the resource. If you go into emergency trade and need gold/food for comforting or refuge/revolt protection, it will sell as low as necessary and ignore the minimum batch. Do not set the batch too high on small/new accounts and expect the bot to be able to trade those amounts.&lt;br /&gt;
&lt;br /&gt;
All /min settings are ignored in an emergency. Emergency is defined as gold under 24 hours worth of salary, and 30 minutes worth of troop upkeep in food.&lt;br /&gt;
&lt;br /&gt;
==Resourcelimits==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| resourcelimits food lumber stone iron&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;resourcelimits &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This directive is available in it's original form in rev1268 and older. It was removed in all versions post-1268, but re-added as a stub for [[Resource_Goals#Tradepolicy|tradepolicy]] after the 2334 release. It will internally set [[Resource_Goals#Tradepolicy|tradepolicy]] goals in the bot to function in a manner similar to the original resourcelimits.&lt;br /&gt;
&lt;br /&gt;
This directive will instruct Y.A.E.B. how many of each resource you wish to keep in the city, so that it can buy and sell via config trade to achieve it. The bot is a powerful tool, but it is not a miracle worker. The bot will generally tend to sell down food and stone in order to buy lumber and iron, so be careful of giving it unreasonable settings. &lt;br /&gt;
&lt;br /&gt;
This can be combined with [[Resource_Goals#Tradepolicy|tradepolicy]] to some extent. Place your resourcelimits goal line, then one or more tradepolicy lines to override the resourcelimits line, for example since resourcelimits by default will set a very low internal gold tradepolicy, you could do:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// resource stuff&lt;br /&gt;
config trade:1&lt;br /&gt;
resourcelimits 100b 20m 10b 50m&lt;br /&gt;
tradepolicy /type:gold /min:500m&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| production food% wood% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;production &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100 100 100 100&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal sets the desired city production of resources for the city.  You must use a number between 0 and 100. Troop production may adjust production rates down temporarily if permitted to via the goal [[Troop_Goals#Troopsusepopmax|config troopsusepopmax]].&lt;br /&gt;
&lt;br /&gt;
==Keepresource==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| keepresource CoordOfOtherCity res_to_keep [quantity]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;keepresource &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;f&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;keepresource &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;w&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will allow you to keep a specified amount of resources, and send all extra to another location. In the 1st example above, the bot will keep 1 billion food in this city, and if it gets extra it will send the extra to 111,222 in increments of at least 50 million. In the 2nd example above, the bot will keep 20 million lumber and 20 million iron, and send all extra to OtherCity in increments of at least 5 million.&lt;br /&gt;
&lt;br /&gt;
Keepresource uses transports to send with, and will send as much over the &amp;quot;kept&amp;quot; amount as it has resources and transports available to send as long as it's at least the minimum quantity specified. If no quantity is specified, the bot sends any amount available.&lt;br /&gt;
&lt;br /&gt;
This goal is being phased out in lieu of the newer and more powerful [[Resource_Goals#Sendresources|sendresources]] command.&lt;br /&gt;
&lt;br /&gt;
==Sendresources==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sendresources coord type local_min remote_min remote_request [trooptype]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity|AnotherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wood &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;cavalry&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;any &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-2 50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sendresources works much the same as keepresources, except it sends a specific resource to a specific city in a specific amount. A value of -1 may be used for one of the quantities to override the specific amount sent, or to disregard the local or remote minimum amount. A value of -2 in the remote quantity may be used to keep behavior more like the older keepresources goal. Multiple cities can be designated via the | symbol, ie: ''sendresources city1|city2|city3 food 1b 100m 50m''. All cities can be specified via 'any', ie: ''sendresources any food 1b 100m 50m''.&lt;br /&gt;
&lt;br /&gt;
In the 1st example, the bot will send 50 million food to OtherCity if ThisCity has at least 1 billion food and OtherCity falls below 100 million food. Since no trooptype is set, the bot will default to sending with transports.&lt;br /&gt;
&lt;br /&gt;
In the 2nd example, the bot will send 5 million wood to OtherCity and/or AnotherCity if ThisCity has at least 30 million and OtherCity and/or AnotherCity has under 20 million, and it will use cavalry to transport the wood.&lt;br /&gt;
&lt;br /&gt;
When -1 is used for the remote_min amount, the bot will not check what the city to send to has first, and will instead send the requested amount every time it has enough in ThisCity to meet the local_min. By using -1 this way, the bot is able to send to coordinates on another account, for example from a feeder account to a main account. In the 3rd  example above, the bot is told to send 50mil at a time to 111,222, as long as ThisCity has 1 billion. &lt;br /&gt;
&lt;br /&gt;
When -1 is used for the sending quantity, the bot will send however much the city can send, limited only by the transports sending it. In the 4th example, the bot will send as much food as possible from ThisCity to OtherCity, until ThisCity falls below 1bil left, or OtherCity reaches the 100mil goal.&lt;br /&gt;
&lt;br /&gt;
When -1 is used for the local_min, the bot will send the quantity to the destination when it falls below remote_min, regardless of the amount in the current city, until it runs out of resources. In the above 5th example, ThisCity will send batches of 50mil food to 'any' city you own if one falls below 100mil food, regardless of how much food is in ThisCity.&lt;br /&gt;
&lt;br /&gt;
In the 6th example above, the bot will keep 1bil food in ThisCity and send all excess to 111,222 in batches of at least 50 million at a time.&lt;br /&gt;
&lt;br /&gt;
==Requestresources==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| requestresources coord type local_min remote_min remote_request [trooptype]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requestresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;&lt;br /&gt;
food &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;b &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;50&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requestresources &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;&lt;br /&gt;
iron &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;20&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;m &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;cavalry&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Requestresources works just like Sendresources, except in reverse. &lt;br /&gt;
&lt;br /&gt;
In the 1st example above, the bot will request 50 million food from OtherCity if ThisCity has under 100 million food and OtherCity has at least 1 billion food. Since no trooptype is set, the bot will default to sending with transports. &lt;br /&gt;
&lt;br /&gt;
In the 2nd example above, the bot will request 5 million iron from 111,222 if ThisCity has under 20 million iron, regardless of how much iron is in 111,222, and it will use cavalry to transport the iron. &lt;br /&gt;
&lt;br /&gt;
The use of -1 and -2 parameters are possible with requestresources exactly as detailed above with sendresources.&lt;br /&gt;
&lt;br /&gt;
==Warehousepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| warehousepolicy food% lumber% stone% iron%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;warehousepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;34 33 0 33&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This allows the bot to adjust the amount of resources stored in the warehouse. The total amount cannot exceed 100%.&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Troop_Goals&amp;diff=25421</id>
		<title>Troop Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Troop_Goals&amp;diff=25421"/>
				<updated>2012-08-16T09:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Keeptroops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troop==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| troop troops_to_queue&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;troop &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;sw&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;cav&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;troop &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100000&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;b&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; 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|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
| &lt;br /&gt;
/increment:&amp;lt;br&amp;gt;&lt;br /&gt;
/queuetime:&amp;lt;br&amp;gt;&lt;br /&gt;
/idlequeuetime:&amp;lt;br&amp;gt;&lt;br /&gt;
/usereserved:&amp;lt;br&amp;gt;&lt;br /&gt;
/usepopmax:&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;troop &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;/increment&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.1 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;/queuetime&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;.5 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;b&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;t&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;troop &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;/usereserved&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;/usepopmax&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;troop &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;/queuetime&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;/usereserved&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;w&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This directive is how you tell the bot what troops to queue for you. The bot reads each line from left to right, top to bottom. The bot will not move on to the 2nd troop line until the 1st line is completed, and if at any point in time a previous line becomes invalid (eg, you get attacked and lose all your pikes) the bot will drop back to the 1st incomplete line to finish that one first. &lt;br /&gt;
&lt;br /&gt;
Using the above examples, the bot will first build 1 pike, 1 sword, and 1 cavalry in that order. Once complete the bot will then build 100k archers, 5k ballista/trans, 15k warriors, 5k workers/pikes/swords/scouts, 1k cav/phracts, and 5 rams/pults. Once that's completed the bot will then build 50k warriors, 15k pikes/swords, 50k scouts, and 200k archers. Once that's completed the bot will then build 250k archers, 100k scouts, 10k cav, and 5k phracts. Finally, the bot will start building 400k archers, 200k scouts, 10k ballista/trans. &lt;br /&gt;
&lt;br /&gt;
If the bot is currently working on building the 4th line of troop goals, and you get attacked and you lose all your cavalry and pike, with the above settings, the bot will stop queuing the 4th line and instead build 1 pike/cav again from the 1st line, then go to the 2nd line and build the 5k pike and 1k cav, then go to the 3rd line and build the 15k pike, then resume where it left off on the 4th line.&lt;br /&gt;
&lt;br /&gt;
The bot also allows switches to individual troop goal lines that will override the default and configured troop settings. If no switches are specified, the bot will use the configured goals for all troops, or the default settings if both are lacking.&lt;br /&gt;
&lt;br /&gt;
During an attack, the bot will read and build the 1st line of troop goals with emergency priority. A reserved barrack, if you have one, will be used to (re)build the troops specified in the 1st line (hopefully you put layers in there) with the best available attack hero.. rather than simply queue the troops behind other builds after waiting for the traininghero to arrive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troopqueuetime==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config troopqueuetime:[hours]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopqueuetime&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to tell the bot how many hours per individual troop (each slot in each barrack) queue you want. It is recommended to adjust this number as your traininghero's attack attribute grows or number of barracks changes, so that the bot can utilize your population and time more efficiently. If this is not set, the bot defaults to 15 minute queue times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troopsusereserved==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config troopsusereserved:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopsusereserved&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the bot will attempt keep 1 day worth of food in each city, or the number of days specified in [[General_Goals#Extrafood|config extrafood]]. The bot will not queue troops if doing so would bring it under this amount of days. You can override this behavior and allow it to continue to queue new troops by enabling this goal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Enabling this without knowing what you're doing could cause the bot to send your city into refuge!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troopsusepopmax==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config troopsusepopmax:[amount]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopsusepopmax&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopsusepopmax&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.5&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the bot will only use your idle population to queue new troops. You can allow it to use your entire population, by dropping production temporarily, by setting this to '1'. The bot can also use a percentage of your total population by using a number lower than '1', eg: config troopsusepopmax:0.5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troopincrement==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config troopincrement:[amount]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopincrement&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;.01&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopincrement&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;500&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the bot will queue troops in the order you specify from left to right, on each sequential 'troop' line. By setting this goal, you can tell the bot to instead queue a percentage or specific amount of each troop on the line. For example, if your goals contained:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
troop w:100000,s:100000,p:100000,sw:100000,c:100000,t:3500,b:3200,a:300000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bot will first train 100k warriors, then 100k scouts, and so on without troopincrement set. &lt;br /&gt;
&lt;br /&gt;
If given the line above and using config troopincrement:0.01 then the bot will instead queue 1000 warriors (1%) and then queue 1000 scouts (1%), continuing down the line until it runs out of resources, population, open barracks, or troops to queue, and then restarting at the beginning of the line to rinse and repeat until the entire line goal has been met.&lt;br /&gt;
&lt;br /&gt;
For the percentage challenged, the bot will also accept whole numbers as the actual amount to queue, eg: config troopincrement:500. In this case the bot will queue 500 warriors then 500 scouts then 500 pike, continuing down the line, and then restarting at the beginning of the line to rinse and repeat until the entire line goal has been met. &lt;br /&gt;
&lt;br /&gt;
Note that the bot does work left to right in the current troop line with both percentage and whole number increments. If the traininghero stops queue'ing due to moving, lack of resources, lack of population, etc. then it will restart back at the start of that line to queue the whole number or percentage specified again. This means that you may finish the first several troop types on a line before it ever gets to start on the next several of that same line if the bot uses up all it's available resources/population before all the barracks are filled. &lt;br /&gt;
&lt;br /&gt;
If config troopincrement:1 is set, the bot will enter ratio-based troop building. What this means is the bot will produce different types of troops simultaneously while trying to maintain the troop ratio as specified in the troop goal. The bot will maintain a balance in total percentage completed of the entire goal, for every troop. Meaning all troops must be at an equal percentage of total completion, or it will focus on the troop(s) that are below that average percentage.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
Suppose you have 50k warriors and 50k archers, and the bot works on the following goal:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
# note the goal specifies that you want to have 2.5 times more warriors than archers&lt;br /&gt;
troop w:2.5m,a:1m&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bot will first build warriors until you have 125k of then (i.e. 2.5 times more than the number of archers).&lt;br /&gt;
Once you have 125k warriors (already available + queued), the bot will start producing both warriors and archers while trying to maintain the ratio between warriors and archers at 2.5:1.&lt;br /&gt;
By the time you have 200k archers, you will also have 500k warriors. At 400k archers you will have 1m warriors, and so on.&lt;br /&gt;
&lt;br /&gt;
Example 2:&lt;br /&gt;
Suppose you had multiple lines like that:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
troop a:100000,s:100000,c:2000&lt;br /&gt;
troop a:200000,s:200000,c:4000&lt;br /&gt;
troop a:300000,s:200000,c:6000&lt;br /&gt;
troop a:400000,s:300000,c:8000&lt;br /&gt;
troop a:500000,s:400000,c:10000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With ratio-based production mode enabled you can replace the above with just one line:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
troop a:500000,s:400000,c:10000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you lose some troops, the bot will automatically rebuild the ones you lost first due to them falling below the the total % completed in ratio to the rest of the troops completed, then continue with building all listed types of troops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troopidlequeuetime==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config troopidlequeuetime:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopidlequeuetime&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a traininghero is configured, but not currently present, and there are idle barracks available, the bot can now use the best available hero to queue troops in small batches. This goal will set the amount of time per batch, in minutes, for the idle queue. &lt;br /&gt;
&lt;br /&gt;
The default value is currently 0 (disabled) for non ratio-based mode.&lt;br /&gt;
In ratio-based mode (when troopincrement:1) the default idle queue time is 1 minute.&lt;br /&gt;
&lt;br /&gt;
The bot will look at best available hero vs. traininghero for '''each''' troop type to decide whether to use idle production or regular. For example, if traininghero is 360 attack and best idle hero in town is 300 attack, both have 1 second warriors. If warriors need to be built, it will do the full amount with the available hero rather than building small amounts or waiting on the traininghero to arrive. &lt;br /&gt;
&lt;br /&gt;
Troopidlequeuetime:xx is how many minutes can be queued in the barracks in relation to what the traininghero would take. Example: config troopidlequeuetime:1. This means it will queue a batch size that will not take 1 minute longer than the traininghero would take to queue the same thing. This can mean larger queues for better heroes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troopdelbadque==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config troopdelbadque:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;troopdelbadque&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the bot will always use your [[Hero_Goals#Traininghero|traininghero]] to queue troops. If you do not have one set, the bot will attempt to use the highest attack hero available in the city. Sometimes you may queue manually, or lag may cause the bot to queue with the wrong hero. In this case, the bot recognizes the queue as 'bad' because it is not an optimal time to completion. With this enabled, the bot will sometimes cancel these bad queues so that it can replace them with good ones using the right hero. Do not enable this if you have instant troops ''hidden'' in the barracks behind deliberately slow builds that you plan to cancel when the instant troops are needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reservedbarrack==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config reservedbarrack:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;reservedbarrack&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By enabling this, the bot will reserve 1 barrack in the city free of queues to use to build instant troops and to build the first of your 'troop' goal lines when under attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Keeptroops==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| keeptroops city_name troops quantity&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;keeptroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;w&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;400&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;100&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;sw&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;200&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;,&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;400&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will tell the bot to automatically send troops to another city when it reaches more than the amount you specify. In the example above, when ThisCity has more than 100k warriors, or 400k scouts, or 100k pikes, or 200k swords, or 400k archers then the bot will send extras to OtherCity in increments of at least 10k. When combined with troop goals set higher than these amounts, the bot would continually queue troops to be sent to another city. This can be useful to stock or restock a war city or continually rebuild troops for a npc10 farming city.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sendtroops==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| sendtroops coords trooptype local_min remote_min quantity&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendtroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity|AnotherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;200&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendtroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendtroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;200&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendtroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 200&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;sendtroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-2 10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will tell the bot to automatically send troops from this city to another one when it reaches an amount over what you specify and if the other city has an amount under what you specify. This goal can be useful to constantly restock another city that farms npc10s, or have several building/feeder cities that build troops for a war city to accumulate. &lt;br /&gt;
&lt;br /&gt;
A city can have as many sendtroop goal lines as desired, with each one containing a different troop type and/or city to send troops to. The city to send to parameter can be written as coordinates (111,222) or the city name if same account (OtherCity) or to encompass any city (any) or as multiple city names or coordinates seperated by the | symbol (City1|City2|City3 or 111,222|111,223|111,224).&lt;br /&gt;
&lt;br /&gt;
As with the sendresources and requestresources directives, sendtroops and requesttroops are also able to use -1 as a parameter. &lt;br /&gt;
The -2 parameter can be used for the remote quantity to force the bot to behave more like the older keeptroop goal (sending quantities of at least the amount specified, but more than it if possible). &lt;br /&gt;
&lt;br /&gt;
In the 1st example above, if ThisCity has more than 300k archers, and either OtherCity or AnotherCity has below 200k archers, then ThisCity will send OtherCity or AnotherCity archers in increments of 10k. Note that ThisCity would need to have 310k archers to begin with before sending 10k away, to avoid putting itself below the 300k minimum.&lt;br /&gt;
&lt;br /&gt;
In the 2nd example above, if ThisCity has more than 300k archers, then it will send in increments of 10k to 111,222... regardless of how many archers 111,222 has, as long as ThisCity doesn't fall below 300k.&lt;br /&gt;
&lt;br /&gt;
In the 3rd example above, if ThisCity has more than 300k archers, and OtherCity has below 200k archers, then ThisCity will send OtherCity as many archers as needed to bring OtherCity up to 200k, while keeping ThisCity above 300k.&lt;br /&gt;
&lt;br /&gt;
In the 4th example above, if OtherCity has below 200k archers, then ThisCity will send it archers in 10k increments until it gets above 200k, regardless of how many archers ThisCity has.&lt;br /&gt;
&lt;br /&gt;
In the 5th example above, if ThisCity has more than 300k archers, then it will send all archers over that to 111,222, regardless of how many 111,222 has and how many it sends at a time, as long as the minimum send is at least 10k archers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Requesttroops==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| requesttroops coord type local_min remote_min remote_request&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requesttroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;200&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requesttroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;111,222 &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;200&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requesttroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;any &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;200&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;requesttroops &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;OtherCity &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;archer &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;-1 300&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;10&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will tell the bot to automatically request troops from another city to this one when it reaches an amount under what you specify and if the other city has an amount over what you specify. This goal can be useful to constantly restock a warcity or city that farms npc10s from remote feeder/builder cities.&lt;br /&gt;
&lt;br /&gt;
A city can have as many requesttroop goal lines as desired, with each one containing a different troop type and/or city to request help from. The city to request from parameter can be written as coordinates (111,222) or the city name if same account (OtherCity) or to encompass any city (any) or as multiple city names or coordinates seperated by the | symbol (City1|City2|City3 or 111,222|111,223|111,224).&lt;br /&gt;
&lt;br /&gt;
As with the sendresources and requestresources directives, requesttroops and sendtroops are also able to use -1 as a parameter. &lt;br /&gt;
The -2 parameter can be used for the remote quantity to force the bot to behave more like the older keeptroop goal. &lt;br /&gt;
&lt;br /&gt;
In the 1st example above, if ThisCity falls below 200k archers, and OtherCity has more than 300k archers, then ThisCity will request OtherCity send archers to it in 10k increments. Note that OtherCity would need 310k archers before 10k would be sent away, to prevent it falling below 300k itself.&lt;br /&gt;
&lt;br /&gt;
In the 2nd example above, if ThisCity falls below 200k archers, then request 10k archers from 111,222, regardless of how many archers 111,222 has. With this line, the bot will keep requesting archers, 10k at a time, until ThisCity has at least 200k or 111,222 runs out of archers.&lt;br /&gt;
&lt;br /&gt;
In the 3rd example above, if ThisCity falls below 200k archers, and any other city has more than 300k archers, then it will request as many archers at once as it takes to achieve 200k archers in ThisCity, without putting the other city below 300k.&lt;br /&gt;
&lt;br /&gt;
In the 4th example above, the bot will request 10k archers at a time be sent from OtherCity to ThisCity, regardless of how many archers are in ThisCity and as long as OtherCity doesn't fall below 300k archers.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25420</id>
		<title>Combat Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25420"/>
				<updated>2012-08-16T09:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Gatepolicy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config gate:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this option activated the bot will open and close the gates depending on the type of attack waves approaching the city. Town defence is quite complex, the bot can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers the bot will allow scout bombs to hit, below 100,000 archers the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with [[Combat_Goals#Gatepolicy|gatepolicy]], you can instruct the bot what types of attacks to open for, and what to close for.&lt;br /&gt;
&lt;br /&gt;
Note that the bot cannot properly work your gates if there is a time desync between your computer and the server, or server lag causing a delay. Split second timing is only possible with split second synchronization. In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minutes, or 6 seconds, before an incoming attack.&lt;br /&gt;
&lt;br /&gt;
When you first log into the server with the bot, or when you click Refresh on the bot, it will show you the time delay:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
14:18:48 Logged in successfully, server time difference: -23.756s&lt;br /&gt;
14:18:48 Your current computer time: 02:19:11 PM&lt;br /&gt;
14:18:48 PLEASE AVOID ADJUSTING YOUR COMPUTER CLOCK WHILE THE BOT IS RUNNING. IF YOU DO ADJUST, BE SURE TO CLICK ON REFRESH.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this number is higher than your config gate setting, then the bot will open/close the gates too early or too late. You should adjust your computer clock to match the server time more closely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gatepolicy &amp;lt;no attack&amp;gt; &amp;lt;regular attack&amp;gt; &amp;lt;scout bomb&amp;gt; &amp;lt;mixed attack&amp;gt; &amp;lt;maintenance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;gatepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2 1 2 0 1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; - Bot's Choice&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; - Open Gate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; - Close Gate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy sets the actions to be taken by your bot in controlling the gate when your city is under attack. In order for gatepolicy to operate, you must use [[Combat_Goals#Gate|config gate]]. The bot can respond by deciding on it's own if it should open/close, always opening, or always closing the gates for each type of scenario: no attack, regular attack, scout bomb, mixed attack, and maintenance with this policy. In the example above: with no incoming attacks the bot will always keep gates closed, with regular incoming attacks will always keep gates open, with an incoming scout bomb will always close gates, with a mixed attack (some scout bombs, some regular attacks) will decide on it's own whether to open or close, and for maintenance it will always open gates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| defensepolicy [/switches]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;defensepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;/junktroop:500 /usespeech:5 /usetruce:2 /usewarhorn:1 /usecorselet:1 /usepenicillin:0&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
|&lt;br /&gt;
/junktroop:[quantity]&amp;lt;br&amp;gt;&lt;br /&gt;
/usecorselet:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usewarhorn:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usepenicillin:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usetruce:[loyalty]&amp;lt;br&amp;gt;&lt;br /&gt;
/usespeech:[loyalty]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy allows the player to control various defensive capabilities of the bot. Additional options will be added to this command in future revisions.&lt;br /&gt;
&lt;br /&gt;
The /junktroop switch allows the player to set the number of troops under which an attack is considered junk. The default is 1000 if not specified.&amp;lt;br&amp;gt;&lt;br /&gt;
The /usespeech and /usetruce switches allow the player to designate the use of truce agreements or speech texts at the specified loyalty. &amp;lt;br&amp;gt;&lt;br /&gt;
The /usepenicillin, /usewarhorn, and /usecorselet switches allow the player to have the bot automatically apply these items when under attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Embassy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config embassy:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;embassy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how you want your embassy box checked. 1 will keep the embassy always open, 0 will keep the embassy always closed, and 2 will open the embassy only during an attack and shortly after an attack based on the [[Combat_Goals#Defensecooldown|config defensecooldown]] setting. Default is '1' for always open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensecooldown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config defensecooldown:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;defensecooldown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct how long after an attack hits you or is recalled for it to keep the embassy open when using [[Combat_Goals#Embassy|config embassy:2]]. Junk attacks are ignored for this goal. The default is 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attackgap==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config attackgap:[seconds]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;attackgap&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how many seconds in between attacking waves constitutes as a seperate attack for purposes of evasion. With the example above,the bot will consider all attacks at least 3 seconds apart as seperate attacks, and try to evade each of them. If the time between is less, it will evade them together only once. The default attackgap is 6 seconds, if this goal is not set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hiding==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config hiding:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;hiding&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When enabled, the hiding goal will attempt to hide resources and excess troop when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak, if there are a lot of archers in your city hiding is not effective. The bot requires a hero available in the town to send the evasion attack for the rainbow. If all heroes are out farming or the rally spots are all full, hiding will fail.&lt;br /&gt;
&lt;br /&gt;
In the example above, the bot will attempt to hide troops and resources 1.5 minutes prior to the attack landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warrules==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config warrules:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;warrules&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Activating this goal will send a message in alliance chat to your alliance giving them minimal information regarding an incoming attack on your city. &lt;br /&gt;
&lt;br /&gt;
When the first non-junk attack is sent, the bot will send the message to alliance chat. It will send updates with changes in attacks or new attacks every X minutes as specified in the goal. If no new attacks are added, or current attacks are changed, then it will only send a reminder every X*5 minutes as specified in the goal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config wartown:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;wartown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, the bot will &amp;quot;lockdown&amp;quot; most troop movements in preparation of war. No npc farming runs, keepresource/sendresource, or keeptroop/sendtroop goals will be performed with this enabled. The bot will also recall all marching farm runs back to the city. When this goal is set to 1, the traininghero may move freely into and out of the city. When this goal is set to 2, the traininghero will remain in the city if/when it lands there. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monitorarmy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config monitorarmy:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;monitorarmy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will instruct your bot to check the target to make sure it's the same as it was when you launched the attack.. if not recall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartownpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| wartownpolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wartownpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will tell the bot to cease attacks on npcs, valleys, etc. and keep all resource and troop transport missions home in preparation of war at a set schedule. In the example above, the bot would halt all farming attacks and troop/resource transport missions from 6 to 12, and perform as normal the rest of the time. You can add multiple start and end times to this policy, eg: wartownpolicy 06:00 12:00 5:00 23:00. This policy may be wise to use in conjunction with [[General_Goals#Schedulepolicy|schedulepolicy]] so that you can ensure your farm runs are completed and home (and therefore troops healed) before the bot shuts down at a set schedule.&lt;br /&gt;
&lt;br /&gt;
'''Note: This policy has no effect unless config wartown:1 or config wartown:2 is set.'''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25419</id>
		<title>Combat Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25419"/>
				<updated>2012-08-16T09:50:16Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config gate:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this option activated the bot will open and close the gates depending on the type of attack waves approaching the city. Town defence is quite complex, the bot can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers the bot will allow scout bombs to hit, below 100,000 archers the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with [[Combat_Goals#Gatepolicy|gatepolicy]], you can instruct the bot what types of attacks to open for, and what to close for.&lt;br /&gt;
&lt;br /&gt;
Note that the bot cannot properly work your gates if there is a time desync between your computer and the server, or server lag causing a delay. Split second timing is only possible with split second synchronization. In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minutes, or 6 seconds, before an incoming attack.&lt;br /&gt;
&lt;br /&gt;
When you first log into the server with the bot, or when you click Refresh on the bot, it will show you the time delay:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
14:18:48 Logged in successfully, server time difference: -23.756s&lt;br /&gt;
14:18:48 Your current computer time: 02:19:11 PM&lt;br /&gt;
14:18:48 PLEASE AVOID ADJUSTING YOUR COMPUTER CLOCK WHILE THE BOT IS RUNNING. IF YOU DO ADJUST, BE SURE TO CLICK ON REFRESH.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this number is higher than your config gate setting, then the bot will open/close the gates too early or too late. You should adjust your computer clock to match the server time more closely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gatepolicy &amp;lt;no attack&amp;gt; &amp;lt;regular attack&amp;gt; &amp;lt;scout bomb&amp;gt; &amp;lt;mixed attack&amp;gt; &amp;lt;maintenance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;gatepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2 1 2 0 1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; - Y.A.E.B.'s Choice&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; - Open Gate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; - Close Gate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy sets the actions to be taken by your bot in controlling the gate when your city is under attack. In order for gatepolicy to operate, you must use [[Combat_Goals#Gate|config gate]]. The bot can respond by deciding on it's own if it should open/close, always opening, or always closing the gates for each type of scenario: no attack, regular attack, scout bomb, mixed attack, and maintenance with this policy. In the example above: with no incoming attacks the bot will always keep gates closed, with regular incoming attacks will always keep gates open, with an incoming scout bomb will always close gates, with a mixed attack (some scout bombs, some regular attacks) will decide on it's own whether to open or close, and for maintenance it will always open gates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| defensepolicy [/switches]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;defensepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;/junktroop:500 /usespeech:5 /usetruce:2 /usewarhorn:1 /usecorselet:1 /usepenicillin:0&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
|&lt;br /&gt;
/junktroop:[quantity]&amp;lt;br&amp;gt;&lt;br /&gt;
/usecorselet:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usewarhorn:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usepenicillin:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usetruce:[loyalty]&amp;lt;br&amp;gt;&lt;br /&gt;
/usespeech:[loyalty]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy allows the player to control various defensive capabilities of the bot. Additional options will be added to this command in future revisions.&lt;br /&gt;
&lt;br /&gt;
The /junktroop switch allows the player to set the number of troops under which an attack is considered junk. The default is 1000 if not specified.&amp;lt;br&amp;gt;&lt;br /&gt;
The /usespeech and /usetruce switches allow the player to designate the use of truce agreements or speech texts at the specified loyalty. &amp;lt;br&amp;gt;&lt;br /&gt;
The /usepenicillin, /usewarhorn, and /usecorselet switches allow the player to have the bot automatically apply these items when under attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Embassy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config embassy:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;embassy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how you want your embassy box checked. 1 will keep the embassy always open, 0 will keep the embassy always closed, and 2 will open the embassy only during an attack and shortly after an attack based on the [[Combat_Goals#Defensecooldown|config defensecooldown]] setting. Default is '1' for always open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensecooldown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config defensecooldown:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;defensecooldown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct how long after an attack hits you or is recalled for it to keep the embassy open when using [[Combat_Goals#Embassy|config embassy:2]]. Junk attacks are ignored for this goal. The default is 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attackgap==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config attackgap:[seconds]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;attackgap&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how many seconds in between attacking waves constitutes as a seperate attack for purposes of evasion. With the example above,the bot will consider all attacks at least 3 seconds apart as seperate attacks, and try to evade each of them. If the time between is less, it will evade them together only once. The default attackgap is 6 seconds, if this goal is not set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hiding==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config hiding:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;hiding&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When enabled, the hiding goal will attempt to hide resources and excess troop when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak, if there are a lot of archers in your city hiding is not effective. The bot requires a hero available in the town to send the evasion attack for the rainbow. If all heroes are out farming or the rally spots are all full, hiding will fail.&lt;br /&gt;
&lt;br /&gt;
In the example above, the bot will attempt to hide troops and resources 1.5 minutes prior to the attack landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warrules==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config warrules:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;warrules&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Activating this goal will send a message in alliance chat to your alliance giving them minimal information regarding an incoming attack on your city. &lt;br /&gt;
&lt;br /&gt;
When the first non-junk attack is sent, the bot will send the message to alliance chat. It will send updates with changes in attacks or new attacks every X minutes as specified in the goal. If no new attacks are added, or current attacks are changed, then it will only send a reminder every X*5 minutes as specified in the goal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config wartown:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;wartown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, the bot will &amp;quot;lockdown&amp;quot; most troop movements in preparation of war. No npc farming runs, keepresource/sendresource, or keeptroop/sendtroop goals will be performed with this enabled. The bot will also recall all marching farm runs back to the city. When this goal is set to 1, the traininghero may move freely into and out of the city. When this goal is set to 2, the traininghero will remain in the city if/when it lands there. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monitorarmy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config monitorarmy:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;monitorarmy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will instruct your bot to check the target to make sure it's the same as it was when you launched the attack.. if not recall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartownpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| wartownpolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wartownpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will tell the bot to cease attacks on npcs, valleys, etc. and keep all resource and troop transport missions home in preparation of war at a set schedule. In the example above, the bot would halt all farming attacks and troop/resource transport missions from 6 to 12, and perform as normal the rest of the time. You can add multiple start and end times to this policy, eg: wartownpolicy 06:00 12:00 5:00 23:00. This policy may be wise to use in conjunction with [[General_Goals#Schedulepolicy|schedulepolicy]] so that you can ensure your farm runs are completed and home (and therefore troops healed) before the bot shuts down at a set schedule.&lt;br /&gt;
&lt;br /&gt;
'''Note: This policy has no effect unless config wartown:1 or config wartown:2 is set.'''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25418</id>
		<title>Combat Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25418"/>
				<updated>2012-08-16T09:49:39Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Monitorarmy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config gate:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this option activated the bot will open and close the gates depending on the type of attack waves approaching the city. Town defence is quite complex, Y.A.E.B. can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers Y.A.E.B. will allow scout bombs to hit, below 100,000 archers the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with [[Combat_Goals#Gatepolicy|gatepolicy]], you can instruct the bot what types of attacks to open for, and what to close for.&lt;br /&gt;
&lt;br /&gt;
Note that the bot cannot properly work your gates if there is a time desync between your computer and the server, or server lag causing a delay. Split second timing is only possible with split second synchronization. In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minutes, or 6 seconds, before an incoming attack.&lt;br /&gt;
&lt;br /&gt;
When you first log into the server with the bot, or when you click Refresh on the bot, it will show you the time delay:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
14:18:48 Logged in successfully, server time difference: -23.756s&lt;br /&gt;
14:18:48 Your current computer time: 02:19:11 PM&lt;br /&gt;
14:18:48 PLEASE AVOID ADJUSTING YOUR COMPUTER CLOCK WHILE THE BOT IS RUNNING. IF YOU DO ADJUST, BE SURE TO CLICK ON REFRESH.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this number is higher than your config gate setting, then the bot will open/close the gates too early or too late. You should adjust your computer clock to match the server time more closely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gatepolicy &amp;lt;no attack&amp;gt; &amp;lt;regular attack&amp;gt; &amp;lt;scout bomb&amp;gt; &amp;lt;mixed attack&amp;gt; &amp;lt;maintenance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;gatepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2 1 2 0 1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; - Y.A.E.B.'s Choice&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; - Open Gate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; - Close Gate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy sets the actions to be taken by your bot in controlling the gate when your city is under attack. In order for gatepolicy to operate, you must use [[Combat_Goals#Gate|config gate]]. The bot can respond by deciding on it's own if it should open/close, always opening, or always closing the gates for each type of scenario: no attack, regular attack, scout bomb, mixed attack, and maintenance with this policy. In the example above: with no incoming attacks the bot will always keep gates closed, with regular incoming attacks will always keep gates open, with an incoming scout bomb will always close gates, with a mixed attack (some scout bombs, some regular attacks) will decide on it's own whether to open or close, and for maintenance it will always open gates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| defensepolicy [/switches]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;defensepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;/junktroop:500 /usespeech:5 /usetruce:2 /usewarhorn:1 /usecorselet:1 /usepenicillin:0&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
|&lt;br /&gt;
/junktroop:[quantity]&amp;lt;br&amp;gt;&lt;br /&gt;
/usecorselet:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usewarhorn:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usepenicillin:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usetruce:[loyalty]&amp;lt;br&amp;gt;&lt;br /&gt;
/usespeech:[loyalty]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy allows the player to control various defensive capabilities of the bot. Additional options will be added to this command in future revisions.&lt;br /&gt;
&lt;br /&gt;
The /junktroop switch allows the player to set the number of troops under which an attack is considered junk. The default is 1000 if not specified.&amp;lt;br&amp;gt;&lt;br /&gt;
The /usespeech and /usetruce switches allow the player to designate the use of truce agreements or speech texts at the specified loyalty. &amp;lt;br&amp;gt;&lt;br /&gt;
The /usepenicillin, /usewarhorn, and /usecorselet switches allow the player to have the bot automatically apply these items when under attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Embassy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config embassy:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;embassy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how you want your embassy box checked. 1 will keep the embassy always open, 0 will keep the embassy always closed, and 2 will open the embassy only during an attack and shortly after an attack based on the [[Combat_Goals#Defensecooldown|config defensecooldown]] setting. Default is '1' for always open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensecooldown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config defensecooldown:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;defensecooldown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct how long after an attack hits you or is recalled for it to keep the embassy open when using [[Combat_Goals#Embassy|config embassy:2]]. Junk attacks are ignored for this goal. The default is 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attackgap==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config attackgap:[seconds]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;attackgap&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how many seconds in between attacking waves constitutes as a seperate attack for purposes of evasion. With the example above,the bot will consider all attacks at least 3 seconds apart as seperate attacks, and try to evade each of them. If the time between is less, it will evade them together only once. The default attackgap is 6 seconds, if this goal is not set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hiding==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config hiding:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;hiding&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When enabled, the hiding goal will attempt to hide resources and excess troop when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak, if there are a lot of archers in your city hiding is not effective. The bot requires a hero available in the town to send the evasion attack for the rainbow. If all heroes are out farming or the rally spots are all full, hiding will fail.&lt;br /&gt;
&lt;br /&gt;
In the example above, the bot will attempt to hide troops and resources 1.5 minutes prior to the attack landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warrules==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config warrules:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;warrules&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Activating this goal will send a message in alliance chat to your alliance giving them minimal information regarding an incoming attack on your city. &lt;br /&gt;
&lt;br /&gt;
When the first non-junk attack is sent, the bot will send the message to alliance chat. It will send updates with changes in attacks or new attacks every X minutes as specified in the goal. If no new attacks are added, or current attacks are changed, then it will only send a reminder every X*5 minutes as specified in the goal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config wartown:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;wartown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, the bot will &amp;quot;lockdown&amp;quot; most troop movements in preparation of war. No npc farming runs, keepresource/sendresource, or keeptroop/sendtroop goals will be performed with this enabled. The bot will also recall all marching farm runs back to the city. When this goal is set to 1, the traininghero may move freely into and out of the city. When this goal is set to 2, the traininghero will remain in the city if/when it lands there. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monitorarmy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config monitorarmy:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;monitorarmy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will instruct your bot to check the target to make sure it's the same as it was when you launched the attack.. if not recall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartownpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| wartownpolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wartownpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will tell the bot to cease attacks on npcs, valleys, etc. and keep all resource and troop transport missions home in preparation of war at a set schedule. In the example above, the bot would halt all farming attacks and troop/resource transport missions from 6 to 12, and perform as normal the rest of the time. You can add multiple start and end times to this policy, eg: wartownpolicy 06:00 12:00 5:00 23:00. This policy may be wise to use in conjunction with [[General_Goals#Schedulepolicy|schedulepolicy]] so that you can ensure your farm runs are completed and home (and therefore troops healed) before the bot shuts down at a set schedule.&lt;br /&gt;
&lt;br /&gt;
'''Note: This policy has no effect unless config wartown:1 or config wartown:2 is set.'''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25417</id>
		<title>Combat Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25417"/>
				<updated>2012-08-16T09:49:27Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Warrules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config gate:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this option activated the bot will open and close the gates depending on the type of attack waves approaching the city. Town defence is quite complex, Y.A.E.B. can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers Y.A.E.B. will allow scout bombs to hit, below 100,000 archers the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with [[Combat_Goals#Gatepolicy|gatepolicy]], you can instruct the bot what types of attacks to open for, and what to close for.&lt;br /&gt;
&lt;br /&gt;
Note that the bot cannot properly work your gates if there is a time desync between your computer and the server, or server lag causing a delay. Split second timing is only possible with split second synchronization. In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minutes, or 6 seconds, before an incoming attack.&lt;br /&gt;
&lt;br /&gt;
When you first log into the server with the bot, or when you click Refresh on the bot, it will show you the time delay:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
14:18:48 Logged in successfully, server time difference: -23.756s&lt;br /&gt;
14:18:48 Your current computer time: 02:19:11 PM&lt;br /&gt;
14:18:48 PLEASE AVOID ADJUSTING YOUR COMPUTER CLOCK WHILE THE BOT IS RUNNING. IF YOU DO ADJUST, BE SURE TO CLICK ON REFRESH.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this number is higher than your config gate setting, then the bot will open/close the gates too early or too late. You should adjust your computer clock to match the server time more closely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gatepolicy &amp;lt;no attack&amp;gt; &amp;lt;regular attack&amp;gt; &amp;lt;scout bomb&amp;gt; &amp;lt;mixed attack&amp;gt; &amp;lt;maintenance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;gatepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2 1 2 0 1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; - Y.A.E.B.'s Choice&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; - Open Gate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; - Close Gate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy sets the actions to be taken by your bot in controlling the gate when your city is under attack. In order for gatepolicy to operate, you must use [[Combat_Goals#Gate|config gate]]. The bot can respond by deciding on it's own if it should open/close, always opening, or always closing the gates for each type of scenario: no attack, regular attack, scout bomb, mixed attack, and maintenance with this policy. In the example above: with no incoming attacks the bot will always keep gates closed, with regular incoming attacks will always keep gates open, with an incoming scout bomb will always close gates, with a mixed attack (some scout bombs, some regular attacks) will decide on it's own whether to open or close, and for maintenance it will always open gates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| defensepolicy [/switches]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;defensepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;/junktroop:500 /usespeech:5 /usetruce:2 /usewarhorn:1 /usecorselet:1 /usepenicillin:0&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
|&lt;br /&gt;
/junktroop:[quantity]&amp;lt;br&amp;gt;&lt;br /&gt;
/usecorselet:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usewarhorn:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usepenicillin:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usetruce:[loyalty]&amp;lt;br&amp;gt;&lt;br /&gt;
/usespeech:[loyalty]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy allows the player to control various defensive capabilities of the bot. Additional options will be added to this command in future revisions.&lt;br /&gt;
&lt;br /&gt;
The /junktroop switch allows the player to set the number of troops under which an attack is considered junk. The default is 1000 if not specified.&amp;lt;br&amp;gt;&lt;br /&gt;
The /usespeech and /usetruce switches allow the player to designate the use of truce agreements or speech texts at the specified loyalty. &amp;lt;br&amp;gt;&lt;br /&gt;
The /usepenicillin, /usewarhorn, and /usecorselet switches allow the player to have the bot automatically apply these items when under attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Embassy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config embassy:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;embassy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how you want your embassy box checked. 1 will keep the embassy always open, 0 will keep the embassy always closed, and 2 will open the embassy only during an attack and shortly after an attack based on the [[Combat_Goals#Defensecooldown|config defensecooldown]] setting. Default is '1' for always open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensecooldown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config defensecooldown:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;defensecooldown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct how long after an attack hits you or is recalled for it to keep the embassy open when using [[Combat_Goals#Embassy|config embassy:2]]. Junk attacks are ignored for this goal. The default is 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attackgap==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config attackgap:[seconds]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;attackgap&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how many seconds in between attacking waves constitutes as a seperate attack for purposes of evasion. With the example above,the bot will consider all attacks at least 3 seconds apart as seperate attacks, and try to evade each of them. If the time between is less, it will evade them together only once. The default attackgap is 6 seconds, if this goal is not set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hiding==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config hiding:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;hiding&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When enabled, the hiding goal will attempt to hide resources and excess troop when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak, if there are a lot of archers in your city hiding is not effective. The bot requires a hero available in the town to send the evasion attack for the rainbow. If all heroes are out farming or the rally spots are all full, hiding will fail.&lt;br /&gt;
&lt;br /&gt;
In the example above, the bot will attempt to hide troops and resources 1.5 minutes prior to the attack landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warrules==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config warrules:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;warrules&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Activating this goal will send a message in alliance chat to your alliance giving them minimal information regarding an incoming attack on your city. &lt;br /&gt;
&lt;br /&gt;
When the first non-junk attack is sent, the bot will send the message to alliance chat. It will send updates with changes in attacks or new attacks every X minutes as specified in the goal. If no new attacks are added, or current attacks are changed, then it will only send a reminder every X*5 minutes as specified in the goal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config wartown:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;wartown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, the bot will &amp;quot;lockdown&amp;quot; most troop movements in preparation of war. No npc farming runs, keepresource/sendresource, or keeptroop/sendtroop goals will be performed with this enabled. The bot will also recall all marching farm runs back to the city. When this goal is set to 1, the traininghero may move freely into and out of the city. When this goal is set to 2, the traininghero will remain in the city if/when it lands there. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monitorarmy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config monitorarmy:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;monitorarmy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will instruct Y.A.E.B. to check the target to make sure it's the same as it was when you launched the attack.. if not recall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartownpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| wartownpolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wartownpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will tell the bot to cease attacks on npcs, valleys, etc. and keep all resource and troop transport missions home in preparation of war at a set schedule. In the example above, the bot would halt all farming attacks and troop/resource transport missions from 6 to 12, and perform as normal the rest of the time. You can add multiple start and end times to this policy, eg: wartownpolicy 06:00 12:00 5:00 23:00. This policy may be wise to use in conjunction with [[General_Goals#Schedulepolicy|schedulepolicy]] so that you can ensure your farm runs are completed and home (and therefore troops healed) before the bot shuts down at a set schedule.&lt;br /&gt;
&lt;br /&gt;
'''Note: This policy has no effect unless config wartown:1 or config wartown:2 is set.'''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25416</id>
		<title>Combat Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25416"/>
				<updated>2012-08-16T09:48:52Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Gatepolicy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config gate:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this option activated the bot will open and close the gates depending on the type of attack waves approaching the city. Town defence is quite complex, Y.A.E.B. can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers Y.A.E.B. will allow scout bombs to hit, below 100,000 archers the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with [[Combat_Goals#Gatepolicy|gatepolicy]], you can instruct the bot what types of attacks to open for, and what to close for.&lt;br /&gt;
&lt;br /&gt;
Note that the bot cannot properly work your gates if there is a time desync between your computer and the server, or server lag causing a delay. Split second timing is only possible with split second synchronization. In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minutes, or 6 seconds, before an incoming attack.&lt;br /&gt;
&lt;br /&gt;
When you first log into the server with the bot, or when you click Refresh on the bot, it will show you the time delay:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
14:18:48 Logged in successfully, server time difference: -23.756s&lt;br /&gt;
14:18:48 Your current computer time: 02:19:11 PM&lt;br /&gt;
14:18:48 PLEASE AVOID ADJUSTING YOUR COMPUTER CLOCK WHILE THE BOT IS RUNNING. IF YOU DO ADJUST, BE SURE TO CLICK ON REFRESH.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this number is higher than your config gate setting, then the bot will open/close the gates too early or too late. You should adjust your computer clock to match the server time more closely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gatepolicy &amp;lt;no attack&amp;gt; &amp;lt;regular attack&amp;gt; &amp;lt;scout bomb&amp;gt; &amp;lt;mixed attack&amp;gt; &amp;lt;maintenance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;gatepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2 1 2 0 1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; - Y.A.E.B.'s Choice&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; - Open Gate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; - Close Gate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy sets the actions to be taken by your bot in controlling the gate when your city is under attack. In order for gatepolicy to operate, you must use [[Combat_Goals#Gate|config gate]]. The bot can respond by deciding on it's own if it should open/close, always opening, or always closing the gates for each type of scenario: no attack, regular attack, scout bomb, mixed attack, and maintenance with this policy. In the example above: with no incoming attacks the bot will always keep gates closed, with regular incoming attacks will always keep gates open, with an incoming scout bomb will always close gates, with a mixed attack (some scout bombs, some regular attacks) will decide on it's own whether to open or close, and for maintenance it will always open gates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| defensepolicy [/switches]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;defensepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;/junktroop:500 /usespeech:5 /usetruce:2 /usewarhorn:1 /usecorselet:1 /usepenicillin:0&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
|&lt;br /&gt;
/junktroop:[quantity]&amp;lt;br&amp;gt;&lt;br /&gt;
/usecorselet:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usewarhorn:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usepenicillin:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usetruce:[loyalty]&amp;lt;br&amp;gt;&lt;br /&gt;
/usespeech:[loyalty]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy allows the player to control various defensive capabilities of the bot. Additional options will be added to this command in future revisions.&lt;br /&gt;
&lt;br /&gt;
The /junktroop switch allows the player to set the number of troops under which an attack is considered junk. The default is 1000 if not specified.&amp;lt;br&amp;gt;&lt;br /&gt;
The /usespeech and /usetruce switches allow the player to designate the use of truce agreements or speech texts at the specified loyalty. &amp;lt;br&amp;gt;&lt;br /&gt;
The /usepenicillin, /usewarhorn, and /usecorselet switches allow the player to have the bot automatically apply these items when under attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Embassy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config embassy:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;embassy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how you want your embassy box checked. 1 will keep the embassy always open, 0 will keep the embassy always closed, and 2 will open the embassy only during an attack and shortly after an attack based on the [[Combat_Goals#Defensecooldown|config defensecooldown]] setting. Default is '1' for always open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensecooldown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config defensecooldown:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;defensecooldown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct how long after an attack hits you or is recalled for it to keep the embassy open when using [[Combat_Goals#Embassy|config embassy:2]]. Junk attacks are ignored for this goal. The default is 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attackgap==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config attackgap:[seconds]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;attackgap&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how many seconds in between attacking waves constitutes as a seperate attack for purposes of evasion. With the example above,the bot will consider all attacks at least 3 seconds apart as seperate attacks, and try to evade each of them. If the time between is less, it will evade them together only once. The default attackgap is 6 seconds, if this goal is not set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hiding==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config hiding:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;hiding&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When enabled, the hiding goal will attempt to hide resources and excess troop when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak, if there are a lot of archers in your city hiding is not effective. The bot requires a hero available in the town to send the evasion attack for the rainbow. If all heroes are out farming or the rally spots are all full, hiding will fail.&lt;br /&gt;
&lt;br /&gt;
In the example above, the bot will attempt to hide troops and resources 1.5 minutes prior to the attack landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warrules==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config warrules:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;warrules&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Activating this goal will send a message in alliance chat to your alliance giving them minimal information regarding an incoming attack on your city. &lt;br /&gt;
&lt;br /&gt;
When the first non-junk attack is sent, the bot will send the message to alliance chat. It will send updates with changes in attacks or new attacks every X minutes as specified in the goal. If no new attacks are added, or current attacks are changed, then it will only send a reminder every X*5 minutes as specified in the goal.&lt;br /&gt;
&lt;br /&gt;
Builds prior to Nov 9, 2011 do not have the option of user-defined minutes between notifications. The config is simply &amp;quot;1&amp;quot; to enable it, and it will update all attacks, changed or otherwise, every 1 minute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config wartown:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;wartown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, the bot will &amp;quot;lockdown&amp;quot; most troop movements in preparation of war. No npc farming runs, keepresource/sendresource, or keeptroop/sendtroop goals will be performed with this enabled. The bot will also recall all marching farm runs back to the city. When this goal is set to 1, the traininghero may move freely into and out of the city. When this goal is set to 2, the traininghero will remain in the city if/when it lands there. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monitorarmy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config monitorarmy:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;monitorarmy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will instruct Y.A.E.B. to check the target to make sure it's the same as it was when you launched the attack.. if not recall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartownpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| wartownpolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wartownpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will tell the bot to cease attacks on npcs, valleys, etc. and keep all resource and troop transport missions home in preparation of war at a set schedule. In the example above, the bot would halt all farming attacks and troop/resource transport missions from 6 to 12, and perform as normal the rest of the time. You can add multiple start and end times to this policy, eg: wartownpolicy 06:00 12:00 5:00 23:00. This policy may be wise to use in conjunction with [[General_Goals#Schedulepolicy|schedulepolicy]] so that you can ensure your farm runs are completed and home (and therefore troops healed) before the bot shuts down at a set schedule.&lt;br /&gt;
&lt;br /&gt;
'''Note: This policy has no effect unless config wartown:1 or config wartown:2 is set.'''&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inanna</name></author>	</entry>

	<entry>
		<id>http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25415</id>
		<title>Combat Goals</title>
		<link rel="alternate" type="text/html" href="http://wiki.neatportal.com/index.php?title=Combat_Goals&amp;diff=25415"/>
				<updated>2012-08-16T09:48:40Z</updated>
		
		<summary type="html">&lt;p&gt;Inanna: /* Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gate==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config gate:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;gate&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0.1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this option activated the bot will open and close the gates depending on the type of attack waves approaching the city. Town defence is quite complex, Y.A.E.B. can defend your city when it is strong, weak, or extremely weak. In general, if you have 300,000 archers Y.A.E.B. will allow scout bombs to hit, below 100,000 archers the bot will close the gate when attacked but will open the gate to deal with small loyalty attacks. When used along with [[Combat_Goals#Gatepolicy|gatepolicy]], you can instruct the bot what types of attacks to open for, and what to close for.&lt;br /&gt;
&lt;br /&gt;
Note that the bot cannot properly work your gates if there is a time desync between your computer and the server, or server lag causing a delay. Split second timing is only possible with split second synchronization. In the 1st example above, the bot would open or close gates 1 minute before an incoming attack. In the 2nd example, the bot would open or close gates 0.1 minutes, or 6 seconds, before an incoming attack.&lt;br /&gt;
&lt;br /&gt;
When you first log into the server with the bot, or when you click Refresh on the bot, it will show you the time delay:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
14:18:48 Logged in successfully, server time difference: -23.756s&lt;br /&gt;
14:18:48 Your current computer time: 02:19:11 PM&lt;br /&gt;
14:18:48 PLEASE AVOID ADJUSTING YOUR COMPUTER CLOCK WHILE THE BOT IS RUNNING. IF YOU DO ADJUST, BE SURE TO CLICK ON REFRESH.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this number is higher than your config gate setting, then the bot will open/close the gates too early or too late. You should adjust your computer clock to match the server time more closely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| gatepolicy &amp;lt;no attack&amp;gt; &amp;lt;regular attack&amp;gt; &amp;lt;scout bomb&amp;gt; &amp;lt;mixed attack&amp;gt; &amp;lt;maintenance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;gatepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2 1 2 0 1&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; - Y.A.E.B.'s Choice&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; - Open Gate&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;2&amp;lt;/font&amp;gt; - Close Gate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy sets the actions to be taken by Y.A.E.B. in controlling the gate when your city is under attack. In order for gatepolicy to operate, you must use [[Combat_Goals#Gate|config gate]]. The bot can respond by deciding on it's own if it should open/close, always opening, or always closing the gates for each type of scenario: no attack, regular attack, scout bomb, mixed attack, and maintenance with this policy. In the example above: with no incoming attacks the bot will always keep gates closed, with regular incoming attacks will always keep gates open, with an incoming scout bomb will always close gates, with a mixed attack (some scout bombs, some regular attacks) will decide on it's own whether to open or close, and for maintenance it will always open gates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensepolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| defensepolicy [/switches]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;defensepolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;/junktroop:500 /usespeech:5 /usetruce:2 /usewarhorn:1 /usecorselet:1 /usepenicillin:0&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Switch:&lt;br /&gt;
|&lt;br /&gt;
/junktroop:[quantity]&amp;lt;br&amp;gt;&lt;br /&gt;
/usecorselet:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usewarhorn:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usepenicillin:[0/1]&amp;lt;br&amp;gt;&lt;br /&gt;
/usetruce:[loyalty]&amp;lt;br&amp;gt;&lt;br /&gt;
/usespeech:[loyalty]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy allows the player to control various defensive capabilities of the bot. Additional options will be added to this command in future revisions.&lt;br /&gt;
&lt;br /&gt;
The /junktroop switch allows the player to set the number of troops under which an attack is considered junk. The default is 1000 if not specified.&amp;lt;br&amp;gt;&lt;br /&gt;
The /usespeech and /usetruce switches allow the player to designate the use of truce agreements or speech texts at the specified loyalty. &amp;lt;br&amp;gt;&lt;br /&gt;
The /usepenicillin, /usewarhorn, and /usecorselet switches allow the player to have the bot automatically apply these items when under attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Embassy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config embassy:[value]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;embassy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how you want your embassy box checked. 1 will keep the embassy always open, 0 will keep the embassy always closed, and 2 will open the embassy only during an attack and shortly after an attack based on the [[Combat_Goals#Defensecooldown|config defensecooldown]] setting. Default is '1' for always open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensecooldown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config defensecooldown:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;defensecooldown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;30&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct how long after an attack hits you or is recalled for it to keep the embassy open when using [[Combat_Goals#Embassy|config embassy:2]]. Junk attacks are ignored for this goal. The default is 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attackgap==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config attackgap:[seconds]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;attackgap&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal allows you to instruct the bot how many seconds in between attacking waves constitutes as a seperate attack for purposes of evasion. With the example above,the bot will consider all attacks at least 3 seconds apart as seperate attacks, and try to evade each of them. If the time between is less, it will evade them together only once. The default attackgap is 6 seconds, if this goal is not set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hiding==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config hiding:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;hiding&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When enabled, the hiding goal will attempt to hide resources and excess troop when under attack by moving a rainbow and resources. This will ensure you have sufficient resources and troops to continue defending. This goal is very useful when your city is still weak, if there are a lot of archers in your city hiding is not effective. The bot requires a hero available in the town to send the evasion attack for the rainbow. If all heroes are out farming or the rally spots are all full, hiding will fail.&lt;br /&gt;
&lt;br /&gt;
In the example above, the bot will attempt to hide troops and resources 1.5 minutes prior to the attack landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warrules==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config warrules:[minutes]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;warrules&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Activating this goal will send a message in alliance chat to your alliance giving them minimal information regarding an incoming attack on your city. &lt;br /&gt;
&lt;br /&gt;
When the first non-junk attack is sent, the bot will send the message to alliance chat. It will send updates with changes in attacks or new attacks every X minutes as specified in the goal. If no new attacks are added, or current attacks are changed, then it will only send a reminder every X*5 minutes as specified in the goal.&lt;br /&gt;
&lt;br /&gt;
Builds prior to Nov 9, 2011 do not have the option of user-defined minutes between notifications. The config is simply &amp;quot;1&amp;quot; to enable it, and it will update all attacks, changed or otherwise, every 1 minute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config wartown:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;wartown&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With this goal enabled, the bot will &amp;quot;lockdown&amp;quot; most troop movements in preparation of war. No npc farming runs, keepresource/sendresource, or keeptroop/sendtroop goals will be performed with this enabled. The bot will also recall all marching farm runs back to the city. When this goal is set to 1, the traininghero may move freely into and out of the city. When this goal is set to 2, the traininghero will remain in the city if/when it lands there. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monitorarmy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| config monitorarmy:[switch]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;config &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#6699CC&amp;quot;&amp;gt;monitorarmy&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#000000&amp;quot;&amp;gt;:&amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This goal will instruct Y.A.E.B. to check the target to make sure it's the same as it was when you launched the attack.. if not recall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wartownpolicy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Usage:&lt;br /&gt;
| wartownpolicy start_time end_time [start_time end_time start_time end_time]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Example:&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#0000FF&amp;quot;&amp;gt;wartownpolicy &amp;lt;/font&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot; face=&amp;quot;courier&amp;quot; color=&amp;quot;#A43900&amp;quot;&amp;gt;06:00 12:00&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This policy will tell the bot to cease attacks on npcs, valleys, etc. and keep all resource and troop transport missions home in preparation of war at a set schedule. In the example above, the bot would halt all farming attacks and troop/resource transport missions from 6 to 12, and perform as normal the rest of the time. You can add multiple start and end times to this policy, eg: wartownpolicy 06:00 12:00 5:00 23:00. This policy may be wise to use in conjunction with [[General_Goals#Schedulepolicy|schedulepolicy]] so that you can ensure your farm runs are completed and home (and therefore troops healed) before the bot shuts down at a set schedule.&lt;br /&gt;
&lt;br /&gt;
'''Note: This policy has no effect unless config wartown:1 or config wartown:2 is set.'''&lt;br /&gt;
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		<author><name>Inanna</name></author>	</entry>

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