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<br>
 
<br>
  
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 YAEB users for testing and finding them. Special thanks to '''Dismayed''' for compiling it all into a list.
+
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.
  
 
==Ifgoto==
 
==Ifgoto==
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Conditional Statements enable checking of resources,troops,population,…etc.
 
Conditional Statements enable checking of resources,troops,population,…etc.
  
Conditional Statements add a whole new dimension to Y.A.E.B. scripts allowing more human-like interaction & less "insuffient resource" statements.
+
Conditional Statements add a whole new dimension to scripts allowing more human-like interaction & less "insuffient resource" statements.
  
 
Variables for use in ifgoto & ifgosub statements can be found below.
 
Variables for use in ifgoto & ifgosub statements can be found below.
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<br>
 
<br>
 
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Please leave Updates/Comments/etc at:
 
Please leave Updates/Comments/etc at:
 
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE
 
https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE
 
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<br>
 
<br>
  
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! || ||
 
! || ||
 
|-
 
|-
! Enemy ||  ||  
+
! // Enemy ||  ||  
 +
|-
 +
| print m_city.cityManager.hasEnemyArmiesWithin(60) ||  ||
 +
|-
 +
| print hasEnemyArmies------- m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || .........................checked ok....................
 +
|-
 +
| print m_city.cityManager.enemyArmies[0].targetFieldCoords || cityManager.enemyArmies[0].targetFieldCoords || .........................checked ok....................
 +
|-
 +
| print m_city.cityManager.cityCoords || cityManager.cityCoords || .........................checked ok....................
 +
|-
 +
| print NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks || cityManager.NumberOfRealAttacks || .........................checked ok....................
 +
|-
 +
| print EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || My Result Error #1069 Supplier supplied enemyArmies 0 -------armyId 123456789
 +
|-
 +
| print enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || My Result Error #1069 Supplier supplied enemyArmies 0 -------missionType 5
 +
|-
 +
| 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
 +
|-
 +
| 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
 +
|-
 +
| print enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------startFieldId 666999
 +
|-
 +
| print m_city.cityManager.enemyArmies[0].startFieldCoords || cityManager.enemyArmies[0].startFieldCoords || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || My Result Error #1069 Supplier supplied enemyArmies 0 -------targetPosName MYCITY
 +
|-
 +
| print enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || My Result Error #1069 Supplier supplied enemyArmies 0 -------direction 1
 +
|-
 +
| print enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------restTime 0
 +
|-
 +
| print enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------startTime 1339652736137
 +
|-
 +
| 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
 +
|-
 +
| print enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || My Result Error #1069 Supplier supplied enemyArmies 0 -------.heroLevel 184
 +
|-
 +
| print enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || My Result Error #1069 Supplier supplied enemyArmies 0 -------.reachTime 1339656323138
 +
|-
 +
| print enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || My Result Error #1069 Supplier supplied enemyArmies 0 -------.hero HeroName
 +
|-
 +
| print enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || My Result Error #1069 Supplier supplied enemyArmies 0 -------.targetFieldId 999444
 +
|-
 +
| 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
 +
|-
 +
| print enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || .........................checked ok....................
 +
|-
 +
| print enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || .........................checked ok....................
 +
|-
 +
| print EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || .........................checked ok....................
 +
|-
 +
| print EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || .........................checked ok....................
 +
|-
 +
| print EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || .........................checked ok....................
 +
|-
 +
! // Resource ||  ||
 +
|-
 +
| print resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || .........................checked ok....................
 +
|-
 +
| print resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || .........................checked ok....................
 +
|-
 +
| print resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || .........................checked ok....................
 +
|-
 +
| print resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || .........................checked ok....................
 +
|-
 +
| print resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || .........................checked ok....................
 +
|-
 +
| print resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || .........................checked ok....................
 +
|-
 +
| print resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || .........................checked ok....................
 +
|-
 +
| print resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || .........................checked ok....................
 +
|-
 +
| print resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || .........................checked ok....................
 +
|-
 +
| print resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || .........................checked ok....................
 +
|-
 +
| print resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || .........................checked ok....................
 +
|-
 +
| print resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || .........................checked ok....................
 +
|-
 +
| print resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || .........................checked ok....................
 +
|-
 +
| print resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || .........................checked ok....................
 +
|-
 +
| print resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || .........................checked ok....................
 +
|-
 +
| print resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || .........................checked ok....................
 +
|-
 +
| print resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || .........................checked ok....................
 +
|-
 +
| print resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || .........................checked ok....................
 +
|-
 +
| print resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || .........................checked ok....................
 +
|-
 +
| print resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || .........................checked ok....................
 +
|-
 +
| print resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || .........................checked ok....................
 +
|-
 +
| print resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || .........................checked ok....................
 +
|-
 +
| print resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || .........................checked ok....................
 +
|-
 +
| print resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || .........................checked ok....................
 +
|-
 +
| print resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || .........................checked ok....................
 +
|-
 +
| print resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || .........................checked ok....................
 +
|-
 +
| print resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || .........................checked ok....................
 +
|-
 +
| print resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || .........................checked ok....................
 +
|-
 +
| print resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || .........................checked ok....................
 +
|-
 +
| print resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || .........................checked ok....................
 +
|-
 +
| print resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || .........................checked ok....................
 +
|-
 +
| print resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || .........................checked ok....................
 +
|-
 +
| print resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || .........................checked ok....................
 +
|-
 +
| print resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || .........................checked ok....................
 +
|-
 +
| print castle resource support ( m_city.cityManager.castle.resource.support ) || cityManager.castle.resource.support || .........................checked ok....................
 +
|-
 +
| print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) || cityManager.castle.resource.troopCostFood || .........................checked ok....................
 +
|-
 +
| print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) || cityManager.castle.resource.workPeople || .........................checked ok....................
 +
|-
 +
| print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) || cityManager.castle.resource.herosSalary || .........................checked ok....................
 +
|-
 +
| print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) || cityManager.castle.resource.maxPopulation || .........................checked ok....................
 +
|-
 +
| print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) || cityManager.castle.resource.populationDirection || .........................checked ok....................
 +
|-
 +
| print castle resource gold ( m_city.cityManager.castle.resource.gold ) || cityManager.castle.resource.gold || .........................checked ok....................
 +
|-
 +
| print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) || cityManager.castle.resource.curPopulation || .........................checked ok....................
 +
|-
 +
| print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) || cityManager.castle.resource.complaint || .........................checked ok....................
 +
|-
 +
| print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) || cityManager.castle.resource.taxIncome || .........................checked ok....................
 +
|-
 +
| print gold ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................
 +
|-
 +
| print food ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................
 +
|-
 +
| print wood ( m_city.cityManager.estResource.wood ) || cityManager.estResource.wood || .........................checked ok....................
 +
|-
 +
| print stone ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................
 +
|-
 +
| print iron ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................
 +
|-
 +
| print ( m_city.cityManager.ResourceProduction.food ) || cityManager.ResourceProduction.food || .........................checked ok....................
 +
|-
 +
| print ( m_city.cityManager.ResourceProduction.wood ) || cityManager.ResourceProduction.wood || .........................checked ok....................
 +
|-
 +
| print ( m_city.cityManager.ResourceProduction.stone ) || cityManager.ResourceProduction.stone || .........................checked ok....................
 +
|-
 +
| print ( m_city.cityManager.ResourceProduction.iron ) || cityManager.ResourceProduction.iron || .........................checked ok....................
 +
|-
 +
! // Fields ||  ||
 +
|-
 +
| print fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || .........................checked ok....................
 +
|-
 +
| print fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || .........................checked ok....................
 +
|-
 +
| print fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || .........................checked ok....................
 +
|-
 +
| print fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || .........................checked ok....................
 +
|-
 +
| print fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || .........................checked ok....................
 +
|-
 +
| print fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || .........................checked ok....................
 +
|-
 +
| print fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || .........................checked ok....................
 +
|-
 +
| print fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || .........................checked ok....................
 +
|-
 +
| print –fields length------- m_city.cityManager.fields.length || cityManager.fields.length || .........................checked ok....................
 +
|-
 +
| print –fields 9 type------- m_city.cityManager.fields[9].type || cityManager.fields[9].type || .........................checked ok....................
 +
|-
 +
| print fieldId ( m_city.cityManager.fieldId ) || cityManager.fieldId || .........................checked ok....................
 +
|-
 +
! // Hero ||  ||
 +
|-
 +
| print AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || .........................checked ok....................
 +
|-
 +
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHere || .........................checked ok....................
 +
|-
 +
| print AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || .........................checked ok....................
 +
|-
 +
| print IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || .........................checked ok....................
 +
|-
 +
| print heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || .........................checked ok....................
 +
|-
 +
| print heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || .........................checked ok....................
 +
|-
 +
| print heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || .........................checked ok....................
 +
|-
 +
| print heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || .........................checked ok....................
 +
|-
 +
| print heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || .........................checked ok....................
 +
|-
 +
| print heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || .........................checked ok....................
 +
|-
 +
| print heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || .........................checked ok....................
 +
|-
 +
| print heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || .........................checked ok....................
 +
|-
 +
| print heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || .........................checked ok....................
 +
|-
 +
| print heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || .........................checked ok....................
 +
|-
 +
| print heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || .........................checked ok....................
 +
|-
 +
| print heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || .........................checked ok....................
 +
|-
 +
| print heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || .........................checked ok....................
 +
|-
 +
| print heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || .........................checked ok....................
 +
|-
 +
| print heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || .........................checked ok....................
 +
|-
 +
| print heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || .........................checked ok....................
 +
|-
 +
| print heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || .........................checked ok....................
 +
|-
 +
| print heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || .........................checked ok....................
 +
|-
 +
| print heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || .........................checked ok....................
 +
|-
 +
| print heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || .........................checked ok....................
 +
|-
 +
| print heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || .........................checked ok....................
 +
|-
 +
| print heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || .........................checked ok....................
 +
|-
 +
| print heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || .........................checked ok....................
 +
|-
 +
| print heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || .........................checked ok....................
 +
|-
 +
| print heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || .........................checked ok....................
 +
|-
 +
| print heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || .........................checked ok....................
 +
|-
 +
| print heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || .........................checked ok....................
 +
|-
 +
| print –heroes length------- m_city.cityManager.heroes.length || cityManager.heroes.length || .........................checked ok....................
 +
|-
 +
| print –heroes status------- m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || .........................checked ok....................
 +
|-
 +
| print m_city.cityManager.TrainingHeroIsHere || cityManager.TrainingHeroIsHer || .........................checked ok....................
 +
|-
 +
| print length ( m_city.cityManager.innHeroes.length ) || cityManager.innHeroes.length || Do not understand results
 +
|-
 +
| print status ( m_city.cityManager.innHeroes[0].status ) || cityManager.innHeroes[0].status || Do not understand results
 +
|-
 +
| print name ( m_city.cityManager.innHeroes[0].name ) || cityManager.innHeroes[0].name || Do not understand results
 +
|-
 +
| print management ( m_city.cityManager.innHeroes[0].management ) || cityManager.innHeroes[0].management || Do not understand results
 +
|-
 +
| print stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) || cityManager.innHeroes[0].stratagemBuffAdded || Do not understand results
 +
|-
 +
| print managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) || cityManager.innHeroes[0].managementBuffAdded || Do not understand results
 +
|-
 +
| print powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) || cityManager.innHeroes[0].powerBuffAdded || Do not understand results
 +
|-
 +
| print power ( m_city.cityManager.innHeroes[0].power ) || cityManager.innHeroes[0].power || Do not understand results
 +
|-
 +
| print level ( m_city.cityManager.innHeroes[0].level ) || cityManager.innHeroes[0].level || Do not understand results
 +
|-
 +
| print managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) || cityManager.innHeroes[0].managementAdded || Do not understand results
 +
|-
 +
| print id ( m_city.cityManager.innHeroes[0].id ) || cityManager.innHeroes[0].id || Do not understand results
 +
|-
 +
| print buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) || cityManager.innHeroes[0].buffsArray || Do not understand results
 +
|-
 +
| print upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) || cityManager.innHeroes[0].upgradeExp || Do not understand results
 +
|-
 +
| print powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) || cityManager.innHeroes[0].powerAdded || Do not understand results
 +
|-
 +
| print remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) || cityManager.innHeroes[0].remainPoint || Do not understand results
 +
|-
 +
| print logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) || cityManager.innHeroes[0].logoUrl || Do not understand results
 +
|-
 +
| print stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) || cityManager.innHeroes[0].stratagemAdded || Do not understand results
 +
|-
 +
| print itemId ( m_city.cityManager.innHeroes[0].itemId ) || cityManager.innHeroes[0].itemId || Do not understand results
 +
|-
 +
| print itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) || cityManager.innHeroes[0].itemAmount || Do not understand results
 +
|-
 +
| print stratagem ( m_city.cityManager.innHeroes[0].stratagem ) || cityManager.innHeroes[0].stratagem || Do not understand results
 +
|-
 +
| print loyalty ( m_city.cityManager.innHeroes[0].loyalty ) || cityManager.innHeroes[0].loyalty || Do not understand results
 +
|-
 +
! // Troop ||  ||
 +
|-
 +
| print troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || .........................checked ok....................
 +
|-
 +
| print troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || .........................checked ok....................
 +
|-
 +
| print troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || .........................checked ok....................
 +
|-
 +
| print troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || .........................checked ok....................
 +
|-
 +
| print troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || .........................checked ok....................
 +
|-
 +
| print troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || .........................checked ok....................
 +
|-
 +
| print troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || .........................checked ok....................
 +
|-
 +
| print troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || .........................checked ok....................
 +
|-
 +
| print troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || .........................checked ok....................
 +
|-
 +
| print troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || .........................checked ok....................
 +
|-
 +
| print troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || .........................checked ok....................
 +
|-
 +
| print troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || .........................checked ok....................
 +
|-
 +
| print archer ( m_city.cityManager.troopStillInProduction.archer ) || cityManager.troopStillInProduction.archer ) || .........................checked ok....................
 +
|-
 +
| print ballista ( m_city.cityManager.troopStillInProduction.ballista ) || cityManager.troopStillInProduction.ballista ) || .........................checked ok....................
 +
|-
 +
| print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) || cityManager.troopStillInProduction.batteringRam ) || .........................checked ok....................
 +
|-
 +
| print carriage ( m_city.cityManager.troopStillInProduction.carriage ) || cityManager.troopStillInProduction.carriage ) || .........................checked ok....................
 +
|-
 +
| print catapult ( m_city.cityManager.troopStillInProduction.catapult ) || cityManager.troopStillInProduction.catapult ) || .........................checked ok....................
 +
|-
 +
| print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) || cityManager.troopStillInProduction.heavyCavalry ) || .........................checked ok....................
 +
|-
 +
| print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) || cityManager.troopStillInProduction.lightCavalry ) || .........................checked ok....................
 +
|-
 +
| print militia ( m_city.cityManager.troopStillInProduction.militia ) || cityManager.troopStillInProduction.militia ) || .........................checked ok....................
 +
|-
 +
| print peasants ( m_city.cityManager.troopStillInProduction.peasants ) || cityManager.troopStillInProduction.peasants ) || .........................checked ok....................
 +
|-
 +
| print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) || cityManager.troopStillInProduction.pikemen ) || .........................checked ok....................
 
|-
 
|-
| 1: print x –hasEnemyArmies-------  m_city.cityManager.hasEnemyArmies || cityManager.hasEnemyArmies || x –hasEnemyArmies------- true
+
| print scouter ( m_city.cityManager.troopStillInProduction.scouter ) || cityManager.troopStillInProduction.scouter ) || .........................checked ok....................
 
|-
 
|-
| 2: print x –NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks; || cityManager.NumberOfRealAttacks; || x –NumberOfRealAttacks------- 1
+
! // Forts ||  ||  
 
|-
 
|-
| 3: print x –EnemyArmies 0 reachTime-------  m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || x –EnemyArmies 0 reachTime------- 1339601940098
+
| print fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || .........................checked ok....................
 
|-
 
|-
| 4: print x –enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId || cityManager.enemyArmies[0].armyId || x –enemyArmies 0 -------armyId  123456789
+
| print fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || .........................checked ok....................
 
|-
 
|-
| 5: print x –enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType || cityManager.enemyArmies[0].missionType || x –enemyArmies 0 -------missionType  5
+
| print fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || .........................checked ok....................
 
|-
 
|-
| 6: print x –enemyArmies 0 king-------m_city.cityManager.enemyArmies[0].king || cityManager.enemyArmies[0].king || x –enemyArmies 0 -------king  Attacker Name
+
| print fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || .........................checked ok....................
 
|-
 
|-
| 7: print x –enemyArmies 0 resource.iron-------m_city.cityManager.enemyArmies[0].resource.iron || cityManager.enemyArmies[0].resource.iron || x –enemyArmies 0 -------resource.iron  0
+
| print fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || .........................checked ok....................
 
|-
 
|-
| 8: print x –enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId || cityManager.enemyArmies[0].startFieldId || x –enemyArmies 0 -------startFieldId  666999
+
| print trap ( m_city.cityManager.fortificationsRequirement.trap ) || cityManager.fortificationsRequirement.trap ) || .........................checked ok....................
 
|-
 
|-
| 9: print x –enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName || cityManager.enemyArmies[0].targetPosName || x –enemyArmies 0 -------targetPosName  MYCITY
+
| print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) || cityManager.fortificationsRequirement.arrowTower ) || .........................checked ok....................
 
|-
 
|-
| 10: print x –enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction || cityManager.enemyArmies[0].direction || x –enemyArmies 0 -------direction  1
+
| print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) || cityManager.fortificationsRequirement.rockfall ) || .........................checked ok....................
 
|-
 
|-
| 11: print x –enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime || cityManager.enemyArmies[0].restTime || x –enemyArmies 0 -------restTime  0
+
| print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) || cityManager.fortificationsRequirement.rollingLogs ) || .........................checked ok....................
 
|-
 
|-
| 12: print x –enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime || cityManager.enemyArmies[0].startTime || x –enemyArmies 0 -------startTime  1339652736137
+
| print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) || cityManager.fortificationsRequirement.abatis ) || .........................checked ok....................
 
|-
 
|-
| 13: print x –enemyArmies 0 .startPosName------- m_city.cityManager.enemyArmies[0].startPosName || cityManager.enemyArmies[0].startPosName || x –enemyArmies 0 -------.startPosName  ATTACKING CITY
+
! // Buildings || ||  
 
|-
 
|-
| 14: print x –enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel || cityManager.enemyArmies[0].heroLevel || x –enemyArmies 0 -------.heroLevel  184
+
| print buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || .........................checked ok....................
 
|-
 
|-
| 15: print x –enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime || cityManager.enemyArmies[0].reachTime || x –enemyArmies 0 -------.reachTime  1339656323138
+
| print buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || .........................checked ok....................
 
|-
 
|-
| 16: print x –enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero || cityManager.enemyArmies[0].hero || x –enemyArmies 0 -------.hero  HeroName
+
| print buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || .........................checked ok....................
 
|-
 
|-
| 17: print x –enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId || cityManager.enemyArmies[0].targetFieldId || x –enemyArmies 0 -------.targetFieldId  999444
+
| print buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || .........................checked ok....................
 
|-
 
|-
| 18: print x –enemyArmies 0 .alliance------- m_city.cityManager.enemyArmies[0].alliance || cityManager.enemyArmies[0].alliance || x –enemyArmies 0 -------.alliance  ATTACKING ALLIANCE
+
| print buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || .........................checked ok....................
 
|-
 
|-
| 19: print x –enemyArmies 0 troop peasant-------  m_city.cityManager.enemyArmies[0].troop.peasants || cityManager.enemyArmies[0].troop.peasants || x –enemyArmies 0 troop peasant------- 1
+
| print buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || .........................checked ok....................
 
|-
 
|-
| 20: print x –enemyArmies 0 troop militia-------  m_city.cityManager.enemyArmies[0].troop.militia || cityManager.enemyArmies[0].troop.militia || x –enemyArmies 0 troop militia------- 2
+
| print buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || .........................checked ok....................
 
|-
 
|-
| 21: print x –enemyArmies 0 troop scouter-------  m_city.cityManager.enemyArmies[0].troop.scouter || cityManager.enemyArmies[0].troop.scouter || x –enemyArmies 0 troop scouter------- 3
+
| print buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || .........................checked ok....................
 
|-
 
|-
| 22: print x –enemyArmies 0 troop pikemen-------  m_city.cityManager.enemyArmies[0].troop.pikemen || cityManager.enemyArmies[0].troop.pikemen || x –enemyArmies 0 troop pikemen------- 4
+
| print buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || .........................checked ok....................
 
|-
 
|-
| 23: print x –enemyArmies 0 troop swordsmen-------  m_city.cityManager.enemyArmies[0].troop.swordsmen || cityManager.enemyArmies[0].troop.swordsmen || x –enemyArmies 0 troop swordsmen------- 5
+
| print buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || .........................checked ok....................
 
|-
 
|-
| 24: print x –enemyArmies 0 troop archer-------  m_city.cityManager.enemyArmies[0].troop.archer || cityManager.enemyArmies[0].troop.archer || x –enemyArmies 0 troop archer------- 6
+
| print buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || .........................checked ok....................
 
|-
 
|-
| 25: print x –enemyArmies 0 troop lightCavalry-------  m_city.cityManager.enemyArmies[0].troop.lightCavalry || cityManager.enemyArmies[0].troop.lightCavalry || x –enemyArmies 0 troop lightCavalry------- 7
+
| print buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || .........................checked ok....................
 
|-
 
|-
| 26: print x –enemyArmies 0 troop heavyCavalry-------  m_city.cityManager.enemyArmies[0].troop.heavyCavalry || cityManager.enemyArmies[0].troop.heavyCavalry || x –enemyArmies 0 troop heavyCavalry------- 8
+
| print buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || .........................checked ok....................
 
|-
 
|-
| 27: print x –enemyArmies 0 troop carriage-------  m_city.cityManager.enemyArmies[0].troop.carriage || cityManager.enemyArmies[0].troop.carriage || x –enemyArmies 0 troop carriage------- 9
+
| print buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || .........................checked ok....................
 
|-
 
|-
| 28: print x –EnemyArmies 0 troop ballista-------  m_city.cityManager.enemyArmies[0].troop.ballista || cityManager.enemyArmies[0].troop.ballista || x –EnemyArmies 0 troop ballista------- 10
+
| print buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || .........................checked ok....................
 
|-
 
|-
| 29: print x –EnemyArmies troop batteringRam-------  m_city.cityManager.enemyArmies[0].troop.batteringRam || cityManager.enemyArmies[0].troop.batteringRam || x –EnemyArmies troop batteringRam------- 11
+
| print buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || .........................checked ok....................
 
|-
 
|-
| 30: print x –EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult || cityManager.enemyArmies[0].troop.catapult || x –EnemyArmies troop catapult------- 12
+
| print –Buildings 73 level------- m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || .........................checked ok....................
 
|-
 
|-
! Resource || ||  
+
| print buildings length ( m_city.cityManager.buildings.length ) || cityManager.buildings.length || .........................checked ok....................
 
|-
 
|-
| 31: print x resource taxRate: ( m_city.cityManager.resource.texRate ) || cityManager.resource.texRate ) || x resource taxRate: ( 0 )
+
! // Market || ||  
 
|-
 
|-
| 32: print x resource buildPeople: ( m_city.cityManager.resource.buildPeople ) || cityManager.resource.buildPeople ) || x resource buildPeople: ( 0 )
+
| print –buyPrice------- m_city.cityManager.buyPrice() || cityManager.buyPrice() || .........................checked ok....................
 
|-
 
|-
| 33: print x resource complaint: ( m_city.cityManager.resource.complaint ) || cityManager.resource.complaint ) || x resource complaint: ( 0 )
+
| print –buyPrice------- m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || .........................checked ok....................
 
|-
 
|-
| 34: print x resource curPopulation: ( m_city.cityManager.resource.curPopulation ) || cityManager.resource.curPopulation ) || x resource curPopulation: ( 59403 )
+
| print –buyPrice 2------- m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || .........................checked ok....................
 
|-
 
|-
| 35: print x resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) || cityManager.resource.food.workPeople ) || x resource food workPeople: ( 0 )
+
| print –buyPrice 3------- m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || .........................checked ok....................
 
|-
 
|-
| 36: print x resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) || cityManager.resource.iron.workPeople ) || x resource iron workPeople: ( 55000 )
+
| print –sellPrice food------- m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || .........................checked ok....................
 
|-
 
|-
| 37: print x resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) || cityManager.resource.stone.workPeople ) || x resource stone workPeople: ( 0 )
+
| print –tradesArray length------- m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || .........................checked ok....................
 
|-
 
|-
| 38: print x resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) || cityManager.resource.wood.workPeople ) || x resource wood workPeople: ( 0 )
+
| print –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || .........................checked ok....................
 
|-
 
|-
| 39: print x resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) || cityManager.resource.maxPopulation ) || x resource maxPopulation: ( 88050 )
+
| print –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || .........................checked ok....................
 
|-
 
|-
| 40: print x resource workPeople: ( m_city.cityManager.resource.workPeople ) || cityManager.resource.workPeople ) || x resource workPeople: ( 55000 )
+
| print –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || .........................checked ok....................
 
|-
 
|-
| 41: print x resource support: ( m_city.cityManager.resource.support ) || cityManager.resource.support ) || x resource support: ( 100 )
+
| print –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || .........................checked ok....................
 
|-
 
|-
| 42: print x resource food: ( m_city.cityManager.resource.food ) || cityManager.resource.food ) || x resource food: ( [object ResourceInfoBean] )
+
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resType || .........................checked ok....................
 
|-
 
|-
| 43: print x resource food amount: ( m_city.cityManager.resource.food.amount ) || cityManager.resource.food.amount ) || x resource food amount: ( 9010339412.147774 )
+
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeType || .........................checked ok....................
 
|-
 
|-
| 44: print x resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) || cityManager.resource.food.increaseRate ) || x resource food increaseRate: ( 100 )
+
| print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) || cityManager.tradesArray[0].resourceName || .........................checked ok....................
 
|-
 
|-
| 45: print x resource food max: ( m_city.cityManager.resource.food.max ) || cityManager.resource.food.max ) || x resource food max: ( 10000 )
+
| print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) || cityManager.tradesArray[0].price || .........................checked ok....................
 
|-
 
|-
| 46: print x resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) || cityManager.resource.food.storeRercent ) || x resource food storeRercent: ( 25 )
+
| print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) || cityManager.tradesArray[0].id || .........................checked ok....................
 
|-
 
|-
| 47: print x resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) || cityManager.resource.troopCostFood ) || x resource troopCostFood: ( 24947329 )
+
| print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) || cityManager.tradesArray[0].tradeTypeName || .........................checked ok....................
 
|-
 
|-
| 48: print x resource gold: ( m_city.cityManager.resource.gold ) || cityManager.resource.gold ) || x resource gold: ( 13010284.542285107 )
+
| print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) || cityManager.tradesArray[0].dealedAmount || .........................checked ok....................
 
|-
 
|-
| 49: print x resource taxIncome: ( m_city.cityManager.resource.taxIncome ) || cityManager.resource.taxIncome ) || x resource taxIncome: ( 0 )
+
| print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) || cityManager.tradesArray[0].dealedTotal || .........................checked ok....................
 
|-
 
|-
| 50: print x resource iron: ( m_city.cityManager.resource.iron ) || cityManager.resource.iron ) || x resource iron: ( [object ResourceInfoBean] )
+
| print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) || cityManager.transingTradesArray.length || .........................checked ok....................
 
|-
 
|-
| 51: print x resource iron amount: ( m_city.cityManager.resource.iron.amount ) || cityManager.resource.iron.amount ) || x resource iron amount: ( 33524610.48211115 )
+
| print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) || cityManager.transingTradesArray[0].amount || .........................checked ok....................
 
|-
 
|-
| 52: print x resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) || cityManager.resource.iron.increaseRate ) || x resource iron increaseRate: ( 1520300 )
+
| print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) || cityManager.transingTradesArray[0].endTime || .........................checked ok....................
 
|-
 
|-
| 53: print x resource iron max: ( m_city.cityManager.resource.iron.max ) || cityManager.resource.iron.max ) || x resource iron max: ( 41810000 )
+
| print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) || cityManager.transingTradesArray[0].resourceName || .........................checked ok....................
 
|-
 
|-
| 54: print x resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) || cityManager.resource.iron.storeRercent ) || x resource iron storeRercent: ( 25 )
+
| print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) || cityManager.transingTradesArray[0].price || .........................checked ok....................
 
|-
 
|-
| 55: print x resource stone: ( m_city.cityManager.resource.stone ) || cityManager.resource.stone ) || x resource stone: ( [object ResourceInfoBean] )
+
| print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) || cityManager.transingTradesArray[0].total || .........................checked ok....................
 
|-
 
|-
| 56: print x resource stone amount: ( m_city.cityManager.resource.stone.amount ) || cityManager.resource.stone.amount ) || x resource stone amount: ( 401204320.435019 )
+
| print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) || cityManager.transingTradesArray[0].id || .........................checked ok....................
 
|-
 
|-
| 57: print x resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) || cityManager.resource.stone.increaseRate ) || x resource stone increaseRate: ( 100 )
+
| print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) || cityManager.transingTradesArray[0].resType || .........................checked ok....................
 
|-
 
|-
| 58: print x resource stone max: ( m_city.cityManager.resource.stone.max ) || cityManager.resource.stone.max ) || x resource stone max: ( 10000 )
+
| print sellPrice 0 ( m_context.sellPrice(0) ) || m_context.sellPrice(0) || .........................checked ok....................
 
|-
 
|-
| 59: print x resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) || cityManager.resource.stone.storeRercent ) || x resource stone storeRercent: ( 25 )
+
| print buyPrice 0 ( m_context.buyPrice(0) ) || m_context.buyPrice(0) || .........................checked ok....................
 
|-
 
|-
| 60: print x resource wood: ( m_city.cityManager.resource.wood ) || cityManager.resource.wood ) || x resource wood: ( [object ResourceInfoBean] )
+
| print sellPrice 1 ( m_context.sellPrice(1) ) || m_context.sellPrice(1) || .........................checked ok....................
 
|-
 
|-
| 61: print x resource wood amount: ( m_city.cityManager.resource.wood.amount ) || cityManager.resource.wood.amount ) || x resource wood amount: ( 31639019.953666195 )
+
| print buyPrice 1 ( m_context.buyPrice(1) ) || m_context.buyPrice(1) || .........................checked ok....................
 
|-
 
|-
| 62: print x resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) || cityManager.resource.wood.increaseRate ) || x resource wood increaseRate: ( 100 )
+
| print sellPrice 2 ( m_context.sellPrice(2) ) || m_context.sellPrice(2) || .........................checked ok....................
 
|-
 
|-
| 63: print x resource wood max: ( m_city.cityManager.resource.wood.max ) || cityManager.resource.wood.max ) || x resource wood max: ( 10000 )
+
| print buyPrice 2 ( m_context.buyPrice(2) ) || m_context.buyPrice(2) || .........................checked ok....................
 
|-
 
|-
| 64: print x resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) || cityManager.resource.wood.storeRercent ) || x resource wood storeRercent: ( 25 )
+
| print sellPrice 3 ( m_context.sellPrice(3) ) || m_context.sellPrice(3) || .........................checked ok....................
 
|-
 
|-
! Fields || ||  
+
| print buyPrice 3 ( m_context.buyPrice(3) ) || m_context.buyPrice(3) || .........................checked ok....................
 
|-
 
|-
| 65: print x fields[0] id: ( m_city.cityManager.fields[0].id ) || cityManager.fields[0].id ) || x fields[0] id: ( 529854 )
+
! // Armies || ||  
 
|-
 
|-
| 66: print x fields[0] level: ( m_city.cityManager.fields[0].level ) || cityManager.fields[0].level ) || x fields[0] level: ( 10 )
+
| print –selfArmies length------- m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || .........................checked ok....................
 
|-
 
|-
| 67: print x fields[0] name: ( m_city.cityManager.fields[0].name ) || cityManager.fields[0].name ) || x fields[0] name: ( Hill )
+
| print –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) || cityManager.selfArmies[0].missionType || .........................checked ok....................
 
|-
 
|-
| 68: print x fields[0] type: ( m_city.cityManager.fields[0].type ) || cityManager.fields[0].type ) || x fields[0] type: ( 3 )
+
| print –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) || cityManager.selfArmies[0].king || .........................checked ok....................
 
|-
 
|-
| 69: print x fields[1] id: ( m_city.cityManager.fields[1].id ) || cityManager.fields[1].id ) || x fields[1] id: ( 538657 )
+
| print –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) || cityManager.selfArmies[0].startFieldId || .........................checked ok....................
 
|-
 
|-
| 70: print x fields[1] level: ( m_city.cityManager.fields[1].level ) || cityManager.fields[1].level ) || x fields[1] level: ( 10 )
+
| print –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) || cityManager.selfArmies[0].targetPosName || .........................checked ok....................
 
|-
 
|-
| 71: print x fields[1] name: ( m_city.cityManager.fields[1].name ) || cityManager.fields[1].name ) || x fields[1] name: ( Hill )
+
| print –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) || cityManager.selfArmies[0].direction || .........................checked ok....................
 
|-
 
|-
| 72: print x fields[1] type: ( m_city.cityManager.fields[1].type ) || cityManager.fields[1].type ) || x fields[1] type: ( 3 )
+
| print –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) || cityManager.selfArmies[0].restTime || .........................checked ok....................
 
|-
 
|-
| 73: print x –fields-------  m_city.cityManager.fields || cityManager.fields || x –fields------- [object FieldBean],[object FieldBean],[object FieldBean],[object FieldBean],[object
+
| print –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) || cityManager.selfArmies[0].startTime || .........................checked ok....................
 
|-
 
|-
| 74: print x –fields length-------  m_city.cityManager.fields.length || cityManager.fields.length || x –fields length------- 10
+
| print –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) || cityManager.selfArmies[0].startPosName || .........................checked ok....................
 
|-
 
|-
| 75: print x –fields 9 type-------  m_city.cityManager.fields[9].type || cityManager.fields[9].type || x –fields 9 type------- 3
+
| print –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) || cityManager.selfArmies[0].heroLevel || .........................checked ok....................
 
|-
 
|-
! Hero || ||  
+
| print –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) || cityManager.selfArmies[0].reachTime || .........................checked ok....................
 
|-
 
|-
| 76: print x AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) || AnyIdleHero(any) ) || x AnyIdleHero(any): ( true )
+
| print –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) || cityManager.selfArmies[0].hero || .........................checked ok....................
 
|-
 
|-
| 77: print x AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) || AnyIdleHero(Queen) ) || x AnyIdleHero(Queen): ( false )
+
| print –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) || cityManager.selfArmies[0].targetFieldId || .........................checked ok....................
 
|-
 
|-
| 78: print x IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) || IsHeroInCastle(Queen) ) || x IsHeroInCastle(Queen): ( true )
+
| print –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) || cityManager.selfArmies[0].alliance || .........................checked ok....................
 
|-
 
|-
| 79: print x heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) || cityManager.heroes[0].logoUrl ) || x heros[0] logoUrl: ( images/icon/player/faceB7.jpg )
+
| print –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants || cityManager.selfArmies[0].troop.peasants || .........................checked ok....................
 
|-
 
|-
| 80: print x heros[0] id: ( m_city.cityManager.heroes[0].id ) || cityManager.heroes[0].id ) || x heros[0] id: ( 99107 )
+
| print –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia || cityManager.selfArmies[0].troop.militia || .........................checked ok....................
 
|-
 
|-
| 81: print x heros[0] name: ( m_city.cityManager.heroes[0].name ) || cityManager.heroes[0].name ) || x heros[0] name: ( ATT5 )
+
| print –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter || cityManager.selfArmies[0].troop.scouter || .........................checked ok....................
 
|-
 
|-
| 82: print x heros[0] level: ( m_city.cityManager.heroes[0].level ) || cityManager.heroes[0].level ) || x heros[0] level: ( 487 )
+
| print –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen || cityManager.selfArmies[0].troop.pikemen || .........................checked ok....................
 
|-
 
|-
| 83: print x heros[0] experience: ( m_city.cityManager.heroes[0].experience ) || cityManager.heroes[0].experience ) || x heros[0] experience: ( 17151131 )
+
| print –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen || cityManager.selfArmies[0].troop.swordsmen || .........................checked ok....................
 
|-
 
|-
| 84: print x heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) || cityManager.heroes[0].loyalty ) || x heros[0] loyalty: ( 100 )
+
| print –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer || cityManager.selfArmies[0].troop.archer || .........................checked ok....................
 
|-
 
|-
| 85: print x heros[0] power: ( m_city.cityManager.heroes[0].power ) || cityManager.heroes[0].power ) || x heros[0] power: ( 551 )
+
| print –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry || cityManager.selfArmies[0].troop.lightCavalry || .........................checked ok....................
 
|-
 
|-
| 86: print x heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) || cityManager.heroes[0].stratagem ) || x heros[0] stratagem: ( 44 )
+
| print –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry || cityManager.selfArmies[0].troop.heavyCavalry || .........................checked ok....................
 
|-
 
|-
| 87: print x heros[0] management: ( m_city.cityManager.heroes[0].management ) || cityManager.heroes[0].management ) || x heros[0] management: ( 41 )
+
| print –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage || cityManager.selfArmies[0].troop.carriage || .........................checked ok....................
 
|-
 
|-
| 88: print x heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) || cityManager.heroes[0].itemId ) || x heros[0] itemId: ( hero.loyalty.9 )
+
| print –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista || cityManager.selfArmies[0].troop.ballista || .........................checked ok....................
 
|-
 
|-
| 89: print x heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) || cityManager.heroes[0].itemAmount ) || x heros[0] itemAmount: ( 44 )
+
| print –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam || cityManager.selfArmies[0].troop.batteringRam || .........................checked ok....................
 
|-
 
|-
| 90: print x heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) || cityManager.heroes[0].managementAdded ) || x heros[0] managementAdded: ( 0 )
+
| print –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult || cityManager.selfArmies[0].troop.catapult || .........................checked ok....................
 
|-
 
|-
| 91: print x heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) || cityManager.heroes[0].managementBuffAdded ) || x heros[0] managementBuffAdded: ( 0 )
+
| Print gold ( m_city.cityManager.selfArmies[0].resource.gold ) || cityManager.selfArmies[0].resource.gold || .........................checked ok....................
 
|-
 
|-
| 92: print x heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) || cityManager.heroes[0].powerAdded ) || x heros[0] powerAdded: ( 0 )
+
| Print food ( m_city.cityManager.selfArmies[0].resource.food ) || cityManager.selfArmies[0].resource.food || .........................checked ok....................
 
|-
 
|-
| 93: print x heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) || cityManager.heroes[0].powerBuffAdded ) || x heros[0] powerBuffAdded: ( 0 )
+
| Print wood ( m_city.cityManager.selfArmies[0].resource.wood ) || cityManager.selfArmies[0].resource.wood || .........................checked ok....................
 
|-
 
|-
| 94: print x heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) || cityManager.heroes[0].stratagemAdded ) || x heros[0] stratagemAdded: ( 0 )
+
| Print iron ( m_city.cityManager.selfArmies[0].resource.iron ) || cityManager.selfArmies[0].resource.iron || .........................checked ok....................
 
|-
 
|-
| 95: print x heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) || cityManager.heroes[0].stratagemBuffAdded ) || x heros[0] stratagemBuffAdded: ( 0 )
+
| print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) || cityManager.selfArmies[0].resource.stone || .........................checked ok....................
 
|-
 
|-
| 96: print x heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) || cityManager.heroes[0].upgradeExp ) || x heros[0] upgradeExp: ( 23716900 )
+
| print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) || cityManager.castle.goOutForBattle || .........................checked ok....................
 
|-
 
|-
| 97: print x heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) || cityManager.heroes[0].remainPoint ) || x heros[0] remainPoint: ( 0 )
+
| print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) || cityManager.friendlyArmies[0].missionType ) || .........................checked ok....................
 
|-
 
|-
| 98: print x heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) || cityManager.heroes[1].logoUrl ) || x heros[1] logoUrl: ( images/icon/player/faceA3.jpg )
+
| print king ( m_city.cityManager.friendlyArmies[0].king ) || cityManager.friendlyArmies[0].king ) || .........................checked ok....................
 
|-
 
|-
| 99: print x heros[1] id: ( m_city.cityManager.heroes[1].id ) || cityManager.heroes[1].id ) || x heros[1] id: ( 99592 )
+
| print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) || cityManager.friendlyArmies[0].startFieldId ) || .........................checked ok....................
 
|-
 
|-
| 100: print x heros[1] name: ( m_city.cityManager.heroes[1].name ) || cityManager.heroes[1].name ) || x heros[1] name: ( ATT5 )
+
| print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) || cityManager.friendlyArmies[0].targetPosName ) || .........................checked ok....................
 
|-
 
|-
| 101: print x heros[1] level: ( m_city.cityManager.heroes[1].level ) || cityManager.heroes[1].level ) || x heros[1] level: ( 406 )
+
| print direction ( m_city.cityManager.friendlyArmies[0].direction ) || cityManager.friendlyArmies[0].direction ) || .........................checked ok....................
 
|-
 
|-
| 102: print x heros[1] experience: ( m_city.cityManager.heroes[1].experience ) || cityManager.heroes[1].experience ) || x heros[1] experience: ( 1263220 )
+
| print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) || cityManager.friendlyArmies[0].restTime ) || .........................checked ok....................
 
|-
 
|-
| 103: print x heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) || cityManager.heroes[1].loyalty ) || x heros[1] loyalty: ( 100 )
+
| print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) || cityManager.friendlyArmies[0].startTime ) || .........................checked ok....................
 
|-
 
|-
| 104: print x heros[1] power: ( m_city.cityManager.heroes[1].power ) || cityManager.heroes[1].power ) || x heros[1] power: ( 472 )
+
| print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) || cityManager.friendlyArmies[0].startPosName ) || .........................checked ok....................
 
|-
 
|-
| 105: print x heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) || cityManager.heroes[1].stratagem ) || x heros[1] stratagem: ( 39 )
+
| print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) || cityManager.friendlyArmies[0].heroLevel ) || .........................checked ok....................
 
|-
 
|-
| 106: print x heros[1] management: ( m_city.cityManager.heroes[1].management ) || cityManager.heroes[1].management ) || x heros[1] management: ( 20 )
+
| print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) || cityManager.friendlyArmies[0].reachTime ) || .........................checked ok....................
 
|-
 
|-
| 107: print x heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) || cityManager.heroes[1].itemId ) || x heros[1] itemId: ( hero.loyalty.9 )
+
| print hero ( m_city.cityManager.friendlyArmies[0].hero ) || cityManager.friendlyArmies[0].hero ) || .........................checked ok....................
 
|-
 
|-
| 108: print x heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) || cityManager.heroes[1].itemAmount ) || x heros[1] itemAmount: ( 36 )
+
| print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) || cityManager.friendlyArmies[0].targetFieldId ) || .........................checked ok....................
 
|-
 
|-
| 109: print x heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) || cityManager.heroes[1].managementAdded ) || x heros[1] managementAdded: ( 0 )
+
| print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) || cityManager.friendlyArmies[0].alliance ) || .........................checked ok....................
 
|-
 
|-
| 110: print x heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) || cityManager.heroes[1].managementBuffAdded ) || x heros[1] managementBuffAdded: ( 0 )
+
| print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) || cityManager.friendlyArmies[0].troop.peasants ) || .........................checked ok....................
 
|-
 
|-
| 111: print x heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) || cityManager.heroes[1].powerAdded ) || x heros[1] powerAdded: ( 0 )
+
| print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) || cityManager.friendlyArmies[0].troop.militia ) || .........................checked ok....................
 
|-
 
|-
| 112: print x heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) || cityManager.heroes[1].powerBuffAdded ) || x heros[1] powerBuffAdded: ( 0 )
+
| print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) || cityManager.friendlyArmies[0].troop.scouter ) || .........................checked ok....................
 
|-
 
|-
| 113: print x heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) || cityManager.heroes[1].stratagemAdded ) || x heros[1] stratagemAdded: ( 0 )
+
| print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) || cityManager.friendlyArmies[0].troop.pikemen ) || .........................checked ok....................
 
|-
 
|-
| 114: print x heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) || cityManager.heroes[1].stratagemBuffAdded ) || x heros[1] stratagemBuffAdded: ( 0 )
+
| print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) || cityManager.friendlyArmies[0].troop.swordsmen ) || .........................checked ok....................
 
|-
 
|-
| 115: print x heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) || cityManager.heroes[1].upgradeExp ) || x heros[1] upgradeExp: ( 16483600 )
+
| print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) || cityManager.friendlyArmies[0].troop.archer ) || .........................checked ok....................
 
|-
 
|-
| 116: print x heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) || cityManager.heroes[1].remainPoint ) || x heros[1] remainPoint: ( 0 )
+
| print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) || cityManager.friendlyArmies[0].troop.lightCavalry ) || .........................checked ok....................
 
|-
 
|-
| 117: print x –heroes length-------  m_city.cityManager.heroes.length || cityManager.heroes.length || x –heroes length------- 9
+
| print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) || cityManager.friendlyArmies[0].troop.heavyCavalry ) || .........................checked ok....................
 
|-
 
|-
| 118: print x –heroes status-------  m_city.cityManager.heroes[0].status || cityManager.heroes[0].status || x –heroes status------- 3
+
| print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) || cityManager.friendlyArmies[0].troop.carriage ) || .........................checked ok....................
 
|-
 
|-
! Troop || ||  
+
| print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) || cityManager.friendlyArmies[0].troop.ballista ) || .........................checked ok....................
 
|-
 
|-
| 119: print x troop archer: ( m_city.cityManager.troop.archer ) || cityManager.troop.archer ) || x troop archer: ( 678333 )
+
| print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) || cityManager.friendlyArmies[0].troop.batteringRam ) || .........................checked ok....................
 
|-
 
|-
| 120: print x troop ballista: ( m_city.cityManager.troop.ballista ) || cityManager.troop.ballista ) || x troop ballista: ( 57000 )
+
| print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) || cityManager.friendlyArmies[0].troop.catapult ) || .........................checked ok....................
 
|-
 
|-
| 121: print x troop batteringRam: ( m_city.cityManager.troop.batteringRam ) || cityManager.troop.batteringRam ) || x troop batteringRam: ( 5000 )
+
| print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) || cityManager.friendlyArmies[0].resource.gold ) || .........................checked ok....................
 
|-
 
|-
| 122: print x troop carriage: ( m_city.cityManager.troop.carriage ) || cityManager.troop.carriage ) || x troop carriage: ( 145750 )
+
| print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) || cityManager.friendlyArmies[0].resource.food ) || .........................checked ok....................
 
|-
 
|-
| 123: print x troop catapult: ( m_city.cityManager.troop.catapult ) || cityManager.troop.catapult ) || x troop catapult: ( 20000 )
+
| print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) || cityManager.friendlyArmies[0].resource.wood ) || .........................checked ok....................
 
|-
 
|-
| 124: print x troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) || cityManager.troop.heavyCavalry ) || x troop heavyCavalry: ( 1020 )
+
| print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) || cityManager.friendlyArmies[0].resource.iron ) || .........................checked ok....................
 
|-
 
|-
| 125: print x troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) || cityManager.troop.lightCavalry ) || x troop lightCavalry: ( 1455 )
+
| print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) || cityManager.friendlyArmies[0].resource.stone ) || .........................checked ok....................
 
|-
 
|-
| 126: print x troop militia: ( m_city.cityManager.troop.militia ) || cityManager.troop.militia ) || x troop militia: ( 199860 )
+
| print estResource food: ( m_city.cityManager.estResource.food ) || cityManager.estResource.food || .........................checked ok....................
 
|-
 
|-
| 127: print x troop peasants: ( m_city.cityManager.troop.peasants ) || cityManager.troop.peasants ) || x troop peasants: ( 13762 )
+
| print estResource gold: ( m_city.cityManager.estResource.gold ) || cityManager.estResource.gold || .........................checked ok....................
 
|-
 
|-
| 128: print x troop pikemen: ( m_city.cityManager.troop.pikemen ) || cityManager.troop.pikemen ) || x troop pikemen: ( 32713 )
+
| print estResource iron: ( m_city.cityManager.estResource.iron ) || cityManager.estResource.iron || .........................checked ok....................
 
|-
 
|-
| 129: print x troop scouter: ( m_city.cityManager.troop.scouter ) || cityManager.troop.scouter ) || x troop scouter: ( 1614484 )
+
| print estResource stone: ( m_city.cityManager.estResource.stone ) || cityManager.estResource.stone || .........................checked ok....................
 
|-
 
|-
| 130: print x troop swordsmen: ( m_city.cityManager.troop.swordsmen ) || cityManager.troop.swordsmen ) || x troop swordsmen: ( 11020 )
+
| print reservedResource food: ( m_city.cityManager.reservedResource.food ) || cityManager.reservedResource.food || .........................checked ok....................
 
|-
 
|-
| 131: print x –castle troop archer-------  m_city.cityManager.castle.troop.archer || cityManager.castle.troop.archer || x –castle troop archer------- 25500
+
| print reservedResource gold: ( m_city.cityManager.reservedResource.gold ) || cityManager.reservedResource.gold || .........................checked ok....................
 
|-
 
|-
! Forts || ||  
+
| print reservedResource iron: ( m_city.cityManager.reservedResource.iron ) || cityManager.reservedResource.iron || .........................checked ok....................
 
|-
 
|-
| 132: print x fortification abatis: ( m_city.cityManager.fortification.abatis ) || cityManager.fortification.abatis ) || x fortification abatis: ( 7200 )
+
| print reservedResource stone: ( m_city.cityManager.reservedResource.stone ) || cityManager.reservedResource.stone || .........................checked ok....................
 
|-
 
|-
| 133: print x fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) || cityManager.fortification.arrowTower ) || x fortification arrowTower: ( 12983 )
+
! // General || ||  
 
|-
 
|-
| 134: print x fortification rockfall: ( m_city.cityManager.fortification.rockfall ) || cityManager.fortification.rockfall ) || x fortification rockfall: ( 100 )
+
| print id: ( m_city.cityManager.id ) || cityManager.id ) || .........................checked ok....................
 
|-
 
|-
| 135: print x fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) || cityManager.fortification.rollingLogs ) || x fortification rollingLogs: ( 100 )
+
| print name: ( m_city.cityManager.name ) || cityManager.name ) || .........................checked ok....................
 
|-
 
|-
| 136: print x fortification trap: ( m_city.cityManager.fortification.trap ) || cityManager.fortification.trap ) || x fortification trap: ( 750 )
+
| 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
 
|-
 
|-
! Buildings || ||  
+
| Print timeSlot ( m_city.cityManager.timeSlot ) // int; || m_city.cityManager.timeSlot || .........................checked ok....................
 
|-
 
|-
| 137: print x buildings[0]: ( m_city.cityManager.buildings[0] ) || cityManager.buildings[0] ) || x buildings[0]: ( [object BuildingBean] )
+
| Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; || m_city.cityManager.directionChange || .........................checked ok....................
 
|-
 
|-
| 138: print x buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) || cityManager.buildings[0].endTime ) || x buildings[0] endTime: ( 0 )
+
| Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; || m_city.cityManager.furtherInitNeeded || .........................checked ok....................
 
|-
 
|-
| 139: print x buildings[0] level: ( m_city.cityManager.buildings[0].level ) || cityManager.buildings[0].level ) || x buildings[0] level: ( 10 )
+
| Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed || m_city.cityManager.mapInitState || .........................checked ok....................
 
|-
 
|-
| 140: print x buildings[0] name: ( m_city.cityManager.buildings[0].name ) || cityManager.buildings[0].name ) || x buildings[0] name: ( Ironmine )
+
| Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; || m_city.cityManager.checkFeastingHallSpace || .........................checked ok....................
 
|-
 
|-
| 141: print x buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) || cityManager.buildings[0].positionId ) || x buildings[0] positionId: ( 1040 )
+
| Print innStatus ( m_city.cityManager.innStatus ) // int; || m_city.cityManager.innStatus || .........................checked ok....................
 
|-
 
|-
| 142: print x buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) || cityManager.buildings[0].startTime ) || x buildings[0] startTime: ( 0 )
+
| Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; || m_city.cityManager.troopQueueStatus || .........................checked ok....................
 
|-
 
|-
| 143: print x buildings[0] status: ( m_city.cityManager.buildings[0].status ) || cityManager.buildings[0].status ) || x buildings[0] status: ( 0 )
+
| Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; || m_city.cityManager.fortificationQueueStatus || .........................checked ok....................
 
|-
 
|-
| 144: print x buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) || cityManager.buildings[0].typeId ) || x buildings[0] typeId: ( 6 )
+
| Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; || m_city.cityManager.pendingProductionRates || .........................checked ok....................
 
|-
 
|-
| 145: print x buildings[1]: ( m_city.cityManager.buildings[1] ) || cityManager.buildings[1] ) || x buildings[1]: ( [object BuildingBean] )
+
| Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); || m_city.cityManager.distanceSettings || .........................checked ok....................
 
|-
 
|-
| 146: print x buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) || cityManager.buildings[1].endTime ) || x buildings[1] endTime: ( 0 )
+
| print name ( m_city.cityManager.name ) || cityManager.name || .........................checked ok....................
 
|-
 
|-
| 147: print x buildings[1] level: ( m_city.cityManager.buildings[1].level ) || cityManager.buildings[1].level ) || x buildings[1] level: ( 10 )
+
| print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) || cityManager.castle.allowAlliance || .........................checked ok....................
 
|-
 
|-
| 148: print x buildings[1] name: ( m_city.cityManager.buildings[1].name ) || cityManager.buildings[1].name ) || x buildings[1] name: ( Ironmine )
+
| print id ( m_city.cityManager.id ) || cityManager.id || .........................checked ok....................
 
|-
 
|-
| 149: print x buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) || cityManager.buildings[1].positionId ) || x buildings[1] positionId: ( 1039 )
+
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................
 
|-
 
|-
| 150: print x buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) || cityManager.buildings[1].startTime ) || x buildings[1] startTime: ( 0 )
+
| print serverMinutes     ( m_context.serverMinutes     ) || m_context.serverMinutes     || .........................checked ok....................
 
|-
 
|-
| 151: print x buildings[1] status: ( m_city.cityManager.buildings[1].status ) || cityManager.buildings[1].status ) || x buildings[1] status: ( 0 )
+
| print serverHours     ( m_context.serverHours     ) || m_context.serverHours     || .........................checked ok....................
 
|-
 
|-
| 152: print x buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) || cityManager.buildings[1].typeId ) || x buildings[1] typeId: ( 6 )
+
| print serverDate     ( m_context.serverDate     ) || m_context.serverDate     || .........................checked ok....................
 
|-
 
|-
| 153: print x –Buildings 73 level-------  m_city.cityManager.buildings[73].level || cityManager.buildings[73].level || x –Buildings 73 level------- 10
+
| print serverMonth     ( m_context.serverMonth     ) || m_context.serverMonth     || .........................checked ok....................
 
|-
 
|-
! Market || ||  
+
| print serverYear ( m_context.serverYear ) || m_context.serverYear || .........................checked ok....................
 
|-
 
|-
| 154: print x –buyPrice-------  m_city.cityManager.buyPrice() || cityManager.buyPrice() || x –buyPrice------- 4.51
+
| print Player currentDateTime     ( m_context.Player.currentDateTime     ) || m_context.Player.currentDateTime     || .........................checked ok....................
 
|-
 
|-
| 155: print x –buyPrice-------  m_city.cityManager.buyPrice(1) || cityManager.buyPrice(1) || x –buyPrice------- 37.44
+
| print Player currentTime ( m_context.Player.currentTime ) || m_context.Player.currentTime || .........................checked ok....................
 
|-
 
|-
| 156: print x –buyPrice 2-------  m_city.cityManager.buyPrice(2) || cityManager.buyPrice(2) || x –buyPrice 2------- 2.362
+
| print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) || m_context.Player.playerInfo.lastLoginTime    || .........................checked ok....................
 
|-
 
|-
| 157: print x –buyPrice 3-------  m_city.cityManager.buyPrice(3) || cityManager.buyPrice(3) || x –buyPrice 3------- 21.18
+
| print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) || m_context.Player.playerInfo.createrTime    || .........................checked ok....................
 
|-
 
|-
| 158: print x –sellPrice food-------  m_city.cityManager.sellPrice(food) || cityManager.sellPrice(food) || x –sellPrice food------- 4.5
+
| print Player playerInfo office     ( m_context.Player.playerInfo.office     ) || m_context.Player.playerInfo.office     || .........................checked ok....................
 
|-
 
|-
| 159: print x –tradesArray length-------  m_city.cityManager.tradesArray.length || cityManager.tradesArray.length || x –tradesArray length------- 7
+
| print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) || m_context.Player.playerInfo.castleCount    || .........................checked ok....................
 
|-
 
|-
| 160: print x –tradesArray 0 amount-------  m_city.cityManager.tradesArray[0].amount || cityManager.tradesArray[0].amount || x –tradesArray 0 amount------- 10
+
| print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) || m_context.Player.playerInfo.honor     || .........................checked ok....................
 
|-
 
|-
| 161: print x –tradesArray 1 amount-------  m_city.cityManager.tradesArray[1].amount || cityManager.tradesArray[1].amount || x –tradesArray 1 amount------- 10
+
| print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) || m_context.Player.playerInfo.levelId     || .........................checked ok....................
 
|-
 
|-
| 162: print x –tradesArray 2 amount-------  m_city.cityManager.tradesArray[2].amount || cityManager.tradesArray[2].amount || x –tradesArray 2 amount------- 10
+
| print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) || m_context.Player.playerInfo.medal     || .........................checked ok....................
 
|-
 
|-
| 163: print x –tradesArray 6 amount-------  m_city.cityManager.tradesArray[6].amount || cityManager.tradesArray[6].amount || x –tradesArray 6 amount------- 10
+
| print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) || m_context.Player.playerInfo.sex     || .........................checked ok....................
 
|-
 
|-
| print m_city.cityManager.tradesArray[0].resType || cityManager.tradesArray[0].resTyp || Error #1069 or if U have trades - 0 = food 2= Iron Etc
+
| print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) || m_context.Player.playerInfo.accountName    || .........................checked ok....................
 
|-
 
|-
| print m_city.cityManager.tradesArray[0].tradeType || cityManager.tradesArray[0].tradeTyp || Error #1069 or if U have trades - 0 = Buy 1 = sell
+
| print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) || m_context.Player.playerInfo.faceUrl     || .........................checked ok....................
 
|-
 
|-
! Armies || ||  
+
| print Player playerInfo id     ( m_context.Player.playerInfo.id     ) || m_context.Player.playerInfo.id     || .........................checked ok....................
 
|-
 
|-
| 164: print x –selfArmies length-------  m_city.cityManager.selfArmies.length || cityManager.selfArmies.length || x –selfArmies length------- 7
+
| print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) || m_context.Player.playerInfo.allianceLevel    || .........................checked ok....................
 
|-
 
|-
! General || ||  
+
| print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) || m_context.Player.playerInfo.bdenyotherplayer   || .........................checked ok....................
 
|-
 
|-
| 165: print x id: ( m_city.cityManager.id ) || cityManager.id ) || x id: ( 306600 )
+
| print Player playerInfo population    ( m_context.Player.playerInfo.population    ) || m_context.Player.playerInfo.population    || .........................checked ok....................
 
|-
 
|-
| 166: print x name: ( m_city.cityManager.name ) || cityManager.name ) || x name: ( Iris )
+
| print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) || m_context.Player.playerInfo.flag     || .........................checked ok....................
 
|-
 
|-
| 167: print x –heros Queen  stratagem-------  m_city.cityManager.heros(Queen).stratagem || cityManager.heros(Queen).stratagem || Invalid Reference: m_city.cityManager.heros(Queen).stratagem
+
| print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) || m_context.Player.playerInfo.prestige    || .........................checked ok....................
 
|-
 
|-
! Errors || ||  
+
| print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) || m_context.Player.playerInfo.userName    || .........................checked ok....................
 
|-
 
|-
| 168: print x hasEnemy: ( m_city.hasEnemy.status ) || hasEnemy.status ) || Error #1069
+
| print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) || m_context.Player.playerInfo.userId     || .........................checked ok....................
 
|-
 
|-
| 169: print x resource gold amount: ( m_city.cityManager.resource.gold.amount ) || cityManager.resource.gold.amount ) || Error #1069
+
| print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) || m_context.Player.playerInfo.titleId     || .........................checked ok....................
 
|-
 
|-
| 170: print x resource gold increaseRate: ( m_city.cityManager.resource.gold.increaseRate ) || cityManager.resource.gold.increaseRate ) || Error #1069
+
| print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) || m_context.Player.playerInfo.ranking     || .........................checked ok....................
 
|-
 
|-
| 171: print x resource gold max: ( m_city.cityManager.resource.gold.max ) || cityManager.resource.gold.max ) || Error #1069
+
| print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) || m_context.Player.playerInfo.alliance    || .........................checked ok....................
 
|-
 
|-
| 172: print x resource heroSalary: ( m_city.cityManager.resource.heroSalary ) || cityManager.resource.heroSalary ) || Error #1069
+
| print m_city.cityManager.distanceSettings[0] || cityManager.distanceSettings[0 || .........................checked ok....................
 
|-
 
|-
| 173: print x –Population-------  m_city.cityManager.Population || cityManager.Population || Error #1069
+
| print m_city.cityManager.distanceSettings[1] || cityManager.distanceSettings[1 || .........................checked ok....................
 
|-
 
|-
| 174: print x –resource gold.amount-------  m_city.cityManager.resource.gold.amount || cityManager.resource.gold.amount || Error #1069
+
| print m_city.cityManager.distanceSettings[2] || cityManager.distanceSettings[2 || .........................checked ok....................
 
|-
 
|-
| 175: print x fields[0] status: ( m_city.cityManager.fields[0].status ) || cityManager.fields[0].status ) || Error #1069
+
| print m_city.cityManager.distanceSettings[3] || cityManager.distanceSettings[3 || .........................checked ok....................
 
|-
 
|-
| 176: print x fields[1] status: ( m_city.cityManager.fields[1].status ) || cityManager.fields[1].status ) || Error #1069
+
| print m_city.cityManager.distanceSettings[4] || cityManager.distanceSettings[4 || .........................checked ok....................
 
|-
 
|-
| 177: print x fields[2] status: ( m_city.cityManager.fields[2].status ) || cityManager.fields[2].status ) || Error #1069
+
| print ( m_context.maintenanceStart ) || m_context.maintenanceStar || .........................checked ok....................
 
|-
 
|-
| 178: print x heros[1] staus: ( m_city.cityManager.heroes[1].staus ) || cityManager.heroes[1].staus ) || Error #1069
+
| print m_city.cityManager.CityHasGoalErrors || cityManager.CityHasGoalError || .........................checked ok....................
 
|-
 
|-
| 179: print x –herosArray number-------  m_city.cityManager.herosArray.number || cityManager.herosArray.number || Error #1069
+
| print m_city.cityManager.GateControl || cityManager.GateContro || .........................checked ok....................
 
|-
 
|-
| 180: print x –buildings.IronMine.amount-------  m_city.cityManager.buildings.IronMine.amount || cityManager.buildings.IronMine.amount || Error #1069
+
| print m_city.cityManager.trainingHeroName || cityManager.trainingHeroNam || .........................checked ok....................
 
|-
 
|-
| 181: print x –Buildings queuestaus------- m_city.cityManager.buildings[#].queuestaus || cityManager.buildings[#].queuestaus || Error #1069
+
! // Research ||  ||  
 
|-
 
|-
| 182: print x –market-------  m_city.cityManager.market || cityManager.market || Error #1069
+
| print avalevel ( m_city.cityManager.researches[0].avalevel ) || cityManager.researches[0].avalevel || .........................checked ok....................
 
|-
 
|-
| 183: print x –Trade Buy-------  m_city.cityManager.Trade.Buy || cityManager.Trade.Buy || Error #1069
+
| print endTime ( m_city.cityManager.researches[0].endTime ) || cityManager.researches[0].endTime || .........................checked ok....................
 
|-
 
|-
| 184: print x –tradesaray resourse-------  m_city.cityManager.tradesaray.resourse || cityManager.tradesaray.resourse || Error #1069
+
| print upgradeing ( m_city.cityManager.researches[0].upgradeing ) || cityManager.researches[0].upgradeing || .........................checked ok....................
 
|-
 
|-
| 185: print x goOutForBattle: ( m_city.goOutForBattle ) || goOutForBattle || Error #1069
+
| print level ( m_city.cityManager.researches[0].level ) || cityManager.researches[0].level || .........................checked ok....................
 
|-
 
|-
| 186: print x logUrl: ( m_city.logUrl ) || logUrl || Error #1069
+
| print startTime ( m_city.cityManager.researches[0].startTime ) || cityManager.researches[0].startTime || .........................checked ok....................
 
|-
 
|-
| 187: print x allowAlliance: ( m_city.allowAlliance ) || allowAlliance || Error #1069
+
| print castleId ( m_city.cityManager.researches[0].castleId ) || cityManager.researches[0].castleId || .........................checked ok....................
 
|-
 
|-
| 188: print x status: ( m_city.status ) || status || Error #1069
+
| print typeId ( m_city.cityManager.researches[0].typeId ) || cityManager.researches[0].typeId || .........................checked ok....................
 
|-
 
|-
| 189: print x –checks-------  m_city.cityManager.checks || cityManager.check || Error #1069
+
| print permition ( m_city.cityManager.researches[0].permition ) || cityManager.researches[0].permition || .........................checked ok....................
 
|-
 
|-
| 190: print x –references-------  m_city.cityManager.references || cityManager.reference || Error #1069
+
| print m_city.cityManager.isSafeFarming || cityManager.isSafeFarmin || .........................checked ok....................
 
|}
 
|}

Latest revision as of 10:36, 5 September 2012






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.

Ifgoto

Usage: ifgoto ( reference {operator} value ) label
Example: ifgoto ( m_city.cityManager.resource.stone.amount > 250000 ) CheckATT

See ifgosub

Ifgosub

Usage: ifgosub ( reference {operator} value ) label
Example: ifgosub ( m_city.cityManager.resource.stone.amount > 250000 ) CheckATT

Conditional Statements enable checking of resources,troops,population,…etc.

Conditional Statements add a whole new dimension to scripts allowing more human-like interaction & less "insuffient resource" statements.

Variables for use in ifgoto & ifgosub statements can be found below.

ifgosub ( m_city.cityManager.resource.stone.amount > 250000 ) CheckATT
ifgosub ( m_city.cityManager.resource.iron.amount > 150000 ) CheckTrain
sleep rnd:3000
loop 0
//
label CheckTrain
ifgosub ( m_city.cityManager.resource.wood.amount > 150000 ) TrainTroops
gosubreturn 
//
label CheckATT
ifgosub ( m_city.cityManager.resource.wood.amount > 250000 ) UpATT
gosubreturn
//
label TrainTroops
train arch:250 Bubba
repeat 4
gosubreturn
//
label UpATT
walldefense archertowers 250
gosubreturn 

Variables


Please leave Updates/Comments/etc at: https://docs.google.com/spreadsheet/ccc?key=0AmZxBXW9lbSwdHJEbVA0bnoxbXZ5QXV4eDdUMUpyQVE


Print: Command: Result:
// Enemy
print m_city.cityManager.hasEnemyArmiesWithin(60)
print hasEnemyArmies------- m_city.cityManager.hasEnemyArmies cityManager.hasEnemyArmies .........................checked ok....................
print m_city.cityManager.enemyArmies[0].targetFieldCoords cityManager.enemyArmies[0].targetFieldCoords .........................checked ok....................
print m_city.cityManager.cityCoords cityManager.cityCoords .........................checked ok....................
print NumberOfRealAttacks------- m_city.cityManager.NumberOfRealAttacks cityManager.NumberOfRealAttacks .........................checked ok....................
print EnemyArmies 0 reachTime------- m_city.cityManager.enemyArmies[0].reachTime cityManager.enemyArmies[0].reachTime .........................checked ok....................
print enemyArmies 0 armyId-------m_city.cityManager.enemyArmies[0].armyId cityManager.enemyArmies[0].armyId My Result Error #1069 Supplier supplied enemyArmies 0 -------armyId 123456789
print enemyArmies 0 missionType-------m_city.cityManager.enemyArmies[0].missionType cityManager.enemyArmies[0].missionType My Result Error #1069 Supplier supplied enemyArmies 0 -------missionType 5
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
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
print enemyArmies 0 startFieldId-------m_city.cityManager.enemyArmies[0].startFieldId cityManager.enemyArmies[0].startFieldId My Result Error #1069 Supplier supplied enemyArmies 0 -------startFieldId 666999
print m_city.cityManager.enemyArmies[0].startFieldCoords cityManager.enemyArmies[0].startFieldCoords .........................checked ok....................
print enemyArmies 0 targetPosName-------m_city.cityManager.enemyArmies[0].targetPosName cityManager.enemyArmies[0].targetPosName My Result Error #1069 Supplier supplied enemyArmies 0 -------targetPosName MYCITY
print enemyArmies 0 direction-------m_city.cityManager.enemyArmies[0].direction cityManager.enemyArmies[0].direction My Result Error #1069 Supplier supplied enemyArmies 0 -------direction 1
print enemyArmies 0 restTime-------m_city.cityManager.enemyArmies[0].restTime cityManager.enemyArmies[0].restTime My Result Error #1069 Supplier supplied enemyArmies 0 -------restTime 0
print enemyArmies 0 startTime-------m_city.cityManager.enemyArmies[0].startTime cityManager.enemyArmies[0].startTime My Result Error #1069 Supplier supplied enemyArmies 0 -------startTime 1339652736137
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
print enemyArmies 0 .heroLevel------- m_city.cityManager.enemyArmies[0].heroLevel cityManager.enemyArmies[0].heroLevel My Result Error #1069 Supplier supplied enemyArmies 0 -------.heroLevel 184
print enemyArmies 0 .reachTime------- m_city.cityManager.enemyArmies[0].reachTime cityManager.enemyArmies[0].reachTime My Result Error #1069 Supplier supplied enemyArmies 0 -------.reachTime 1339656323138
print enemyArmies 0 .hero------- m_city.cityManager.enemyArmies[0].hero cityManager.enemyArmies[0].hero My Result Error #1069 Supplier supplied enemyArmies 0 -------.hero HeroName
print enemyArmies 0 .targetFieldId------- m_city.cityManager.enemyArmies[0].targetFieldId cityManager.enemyArmies[0].targetFieldId My Result Error #1069 Supplier supplied enemyArmies 0 -------.targetFieldId 999444
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
print enemyArmies 0 troop peasant------- m_city.cityManager.enemyArmies[0].troop.peasants cityManager.enemyArmies[0].troop.peasants .........................checked ok....................
print enemyArmies 0 troop militia------- m_city.cityManager.enemyArmies[0].troop.militia cityManager.enemyArmies[0].troop.militia .........................checked ok....................
print enemyArmies 0 troop scouter------- m_city.cityManager.enemyArmies[0].troop.scouter cityManager.enemyArmies[0].troop.scouter .........................checked ok....................
print enemyArmies 0 troop pikemen------- m_city.cityManager.enemyArmies[0].troop.pikemen cityManager.enemyArmies[0].troop.pikemen .........................checked ok....................
print enemyArmies 0 troop swordsmen------- m_city.cityManager.enemyArmies[0].troop.swordsmen cityManager.enemyArmies[0].troop.swordsmen .........................checked ok....................
print enemyArmies 0 troop archer------- m_city.cityManager.enemyArmies[0].troop.archer cityManager.enemyArmies[0].troop.archer .........................checked ok....................
print enemyArmies 0 troop lightCavalry------- m_city.cityManager.enemyArmies[0].troop.lightCavalry cityManager.enemyArmies[0].troop.lightCavalry .........................checked ok....................
print enemyArmies 0 troop heavyCavalry------- m_city.cityManager.enemyArmies[0].troop.heavyCavalry cityManager.enemyArmies[0].troop.heavyCavalry .........................checked ok....................
print enemyArmies 0 troop carriage------- m_city.cityManager.enemyArmies[0].troop.carriage cityManager.enemyArmies[0].troop.carriage .........................checked ok....................
print EnemyArmies 0 troop ballista------- m_city.cityManager.enemyArmies[0].troop.ballista cityManager.enemyArmies[0].troop.ballista .........................checked ok....................
print EnemyArmies troop batteringRam------- m_city.cityManager.enemyArmies[0].troop.batteringRam cityManager.enemyArmies[0].troop.batteringRam .........................checked ok....................
print EnemyArmies troop catapult------- m_city.cityManager.enemyArmies[0].troop.catapult cityManager.enemyArmies[0].troop.catapult .........................checked ok....................
// Resource
print resource taxRate: ( m_city.cityManager.resource.texRate ) cityManager.resource.texRate ) .........................checked ok....................
print resource buildPeople: ( m_city.cityManager.resource.buildPeople ) cityManager.resource.buildPeople ) .........................checked ok....................
print resource complaint: ( m_city.cityManager.resource.complaint ) cityManager.resource.complaint ) .........................checked ok....................
print resource curPopulation: ( m_city.cityManager.resource.curPopulation ) cityManager.resource.curPopulation ) .........................checked ok....................
print resource food workPeople: ( m_city.cityManager.resource.food.workPeople ) cityManager.resource.food.workPeople ) .........................checked ok....................
print resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople ) cityManager.resource.iron.workPeople ) .........................checked ok....................
print resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople ) cityManager.resource.stone.workPeople ) .........................checked ok....................
print resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople ) cityManager.resource.wood.workPeople ) .........................checked ok....................
print resource maxPopulation: ( m_city.cityManager.resource.maxPopulation ) cityManager.resource.maxPopulation ) .........................checked ok....................
print resource workPeople: ( m_city.cityManager.resource.workPeople ) cityManager.resource.workPeople ) .........................checked ok....................
print resource support: ( m_city.cityManager.resource.support ) cityManager.resource.support ) .........................checked ok....................
print resource food: ( m_city.cityManager.resource.food ) cityManager.resource.food ) .........................checked ok....................
print resource food amount: ( m_city.cityManager.resource.food.amount ) cityManager.resource.food.amount ) .........................checked ok....................
print resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate ) cityManager.resource.food.increaseRate ) .........................checked ok....................
print resource food max: ( m_city.cityManager.resource.food.max ) cityManager.resource.food.max ) .........................checked ok....................
print resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent ) cityManager.resource.food.storeRercent ) .........................checked ok....................
print resource troopCostFood: ( m_city.cityManager.resource.troopCostFood ) cityManager.resource.troopCostFood ) .........................checked ok....................
print resource gold: ( m_city.cityManager.resource.gold ) cityManager.resource.gold ) .........................checked ok....................
print resource taxIncome: ( m_city.cityManager.resource.taxIncome ) cityManager.resource.taxIncome ) .........................checked ok....................
print resource iron: ( m_city.cityManager.resource.iron ) cityManager.resource.iron ) .........................checked ok....................
print resource iron amount: ( m_city.cityManager.resource.iron.amount ) cityManager.resource.iron.amount ) .........................checked ok....................
print resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate ) cityManager.resource.iron.increaseRate ) .........................checked ok....................
print resource iron max: ( m_city.cityManager.resource.iron.max ) cityManager.resource.iron.max ) .........................checked ok....................
print resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent ) cityManager.resource.iron.storeRercent ) .........................checked ok....................
print resource stone: ( m_city.cityManager.resource.stone ) cityManager.resource.stone ) .........................checked ok....................
print resource stone amount: ( m_city.cityManager.resource.stone.amount ) cityManager.resource.stone.amount ) .........................checked ok....................
print resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate ) cityManager.resource.stone.increaseRate ) .........................checked ok....................
print resource stone max: ( m_city.cityManager.resource.stone.max ) cityManager.resource.stone.max ) .........................checked ok....................
print resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent ) cityManager.resource.stone.storeRercent ) .........................checked ok....................
print resource wood: ( m_city.cityManager.resource.wood ) cityManager.resource.wood ) .........................checked ok....................
print resource wood amount: ( m_city.cityManager.resource.wood.amount ) cityManager.resource.wood.amount ) .........................checked ok....................
print resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate ) cityManager.resource.wood.increaseRate ) .........................checked ok....................
print resource wood max: ( m_city.cityManager.resource.wood.max ) cityManager.resource.wood.max ) .........................checked ok....................
print resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent ) cityManager.resource.wood.storeRercent ) .........................checked ok....................
print castle resource support ( m_city.cityManager.castle.resource.support ) cityManager.castle.resource.support .........................checked ok....................
print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood ) cityManager.castle.resource.troopCostFood .........................checked ok....................
print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople ) cityManager.castle.resource.workPeople .........................checked ok....................
print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary ) cityManager.castle.resource.herosSalary .........................checked ok....................
print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation ) cityManager.castle.resource.maxPopulation .........................checked ok....................
print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection ) cityManager.castle.resource.populationDirection .........................checked ok....................
print castle resource gold ( m_city.cityManager.castle.resource.gold ) cityManager.castle.resource.gold .........................checked ok....................
print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation ) cityManager.castle.resource.curPopulation .........................checked ok....................
print castle resource complaint ( m_city.cityManager.castle.resource.complaint ) cityManager.castle.resource.complaint .........................checked ok....................
print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome ) cityManager.castle.resource.taxIncome .........................checked ok....................
print gold ( m_city.cityManager.estResource.gold ) cityManager.estResource.gold .........................checked ok....................
print food ( m_city.cityManager.estResource.food ) cityManager.estResource.food .........................checked ok....................
print wood ( m_city.cityManager.estResource.wood ) cityManager.estResource.wood .........................checked ok....................
print stone ( m_city.cityManager.estResource.stone ) cityManager.estResource.stone .........................checked ok....................
print iron ( m_city.cityManager.estResource.iron ) cityManager.estResource.iron .........................checked ok....................
print ( m_city.cityManager.ResourceProduction.food ) cityManager.ResourceProduction.food .........................checked ok....................
print ( m_city.cityManager.ResourceProduction.wood ) cityManager.ResourceProduction.wood .........................checked ok....................
print ( m_city.cityManager.ResourceProduction.stone ) cityManager.ResourceProduction.stone .........................checked ok....................
print ( m_city.cityManager.ResourceProduction.iron ) cityManager.ResourceProduction.iron .........................checked ok....................
// Fields
print fields[0] id: ( m_city.cityManager.fields[0].id ) cityManager.fields[0].id ) .........................checked ok....................
print fields[0] level: ( m_city.cityManager.fields[0].level ) cityManager.fields[0].level ) .........................checked ok....................
print fields[0] name: ( m_city.cityManager.fields[0].name ) cityManager.fields[0].name ) .........................checked ok....................
print fields[0] type: ( m_city.cityManager.fields[0].type ) cityManager.fields[0].type ) .........................checked ok....................
print fields[1] id: ( m_city.cityManager.fields[1].id ) cityManager.fields[1].id ) .........................checked ok....................
print fields[1] level: ( m_city.cityManager.fields[1].level ) cityManager.fields[1].level ) .........................checked ok....................
print fields[1] name: ( m_city.cityManager.fields[1].name ) cityManager.fields[1].name ) .........................checked ok....................
print fields[1] type: ( m_city.cityManager.fields[1].type ) cityManager.fields[1].type ) .........................checked ok....................
print –fields length------- m_city.cityManager.fields.length cityManager.fields.length .........................checked ok....................
print –fields 9 type------- m_city.cityManager.fields[9].type cityManager.fields[9].type .........................checked ok....................
print fieldId ( m_city.cityManager.fieldId ) cityManager.fieldId .........................checked ok....................
// Hero
print AnyIdleHero(any): ( m_city.AnyIdleHero(any) ) AnyIdleHero(any) ) .........................checked ok....................
print m_city.cityManager.TrainingHeroIsHere cityManager.TrainingHeroIsHere .........................checked ok....................
print AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) ) AnyIdleHero(Queen) ) .........................checked ok....................
print IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) ) IsHeroInCastle(Queen) ) .........................checked ok....................
print heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl ) cityManager.heroes[0].logoUrl ) .........................checked ok....................
print heros[0] id: ( m_city.cityManager.heroes[0].id ) cityManager.heroes[0].id ) .........................checked ok....................
print heros[0] name: ( m_city.cityManager.heroes[0].name ) cityManager.heroes[0].name ) .........................checked ok....................
print heros[0] level: ( m_city.cityManager.heroes[0].level ) cityManager.heroes[0].level ) .........................checked ok....................
print heros[0] experience: ( m_city.cityManager.heroes[0].experience ) cityManager.heroes[0].experience ) .........................checked ok....................
print heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty ) cityManager.heroes[0].loyalty ) .........................checked ok....................
print heros[0] power: ( m_city.cityManager.heroes[0].power ) cityManager.heroes[0].power ) .........................checked ok....................
print heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem ) cityManager.heroes[0].stratagem ) .........................checked ok....................
print heros[0] management: ( m_city.cityManager.heroes[0].management ) cityManager.heroes[0].management ) .........................checked ok....................
print heros[0] itemId: ( m_city.cityManager.heroes[0].itemId ) cityManager.heroes[0].itemId ) .........................checked ok....................
print heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount ) cityManager.heroes[0].itemAmount ) .........................checked ok....................
print heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded ) cityManager.heroes[0].managementAdded ) .........................checked ok....................
print heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded ) cityManager.heroes[0].managementBuffAdded ) .........................checked ok....................
print heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded ) cityManager.heroes[0].powerAdded ) .........................checked ok....................
print heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded ) cityManager.heroes[0].powerBuffAdded ) .........................checked ok....................
print heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded ) cityManager.heroes[0].stratagemAdded ) .........................checked ok....................
print heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded ) cityManager.heroes[0].stratagemBuffAdded ) .........................checked ok....................
print heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp ) cityManager.heroes[0].upgradeExp ) .........................checked ok....................
print heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint ) cityManager.heroes[0].remainPoint ) .........................checked ok....................
print heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl ) cityManager.heroes[1].logoUrl ) .........................checked ok....................
print heros[1] id: ( m_city.cityManager.heroes[1].id ) cityManager.heroes[1].id ) .........................checked ok....................
print heros[1] name: ( m_city.cityManager.heroes[1].name ) cityManager.heroes[1].name ) .........................checked ok....................
print heros[1] level: ( m_city.cityManager.heroes[1].level ) cityManager.heroes[1].level ) .........................checked ok....................
print heros[1] experience: ( m_city.cityManager.heroes[1].experience ) cityManager.heroes[1].experience ) .........................checked ok....................
print heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty ) cityManager.heroes[1].loyalty ) .........................checked ok....................
print heros[1] power: ( m_city.cityManager.heroes[1].power ) cityManager.heroes[1].power ) .........................checked ok....................
print heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem ) cityManager.heroes[1].stratagem ) .........................checked ok....................
print heros[1] management: ( m_city.cityManager.heroes[1].management ) cityManager.heroes[1].management ) .........................checked ok....................
print heros[1] itemId: ( m_city.cityManager.heroes[1].itemId ) cityManager.heroes[1].itemId ) .........................checked ok....................
print heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount ) cityManager.heroes[1].itemAmount ) .........................checked ok....................
print heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded ) cityManager.heroes[1].managementAdded ) .........................checked ok....................
print heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded ) cityManager.heroes[1].managementBuffAdded ) .........................checked ok....................
print heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded ) cityManager.heroes[1].powerAdded ) .........................checked ok....................
print heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded ) cityManager.heroes[1].powerBuffAdded ) .........................checked ok....................
print heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded ) cityManager.heroes[1].stratagemAdded ) .........................checked ok....................
print heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded ) cityManager.heroes[1].stratagemBuffAdded ) .........................checked ok....................
print heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp ) cityManager.heroes[1].upgradeExp ) .........................checked ok....................
print heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint ) cityManager.heroes[1].remainPoint ) .........................checked ok....................
print –heroes length------- m_city.cityManager.heroes.length cityManager.heroes.length .........................checked ok....................
print –heroes status------- m_city.cityManager.heroes[0].status cityManager.heroes[0].status .........................checked ok....................
print m_city.cityManager.TrainingHeroIsHere cityManager.TrainingHeroIsHer .........................checked ok....................
print length ( m_city.cityManager.innHeroes.length ) cityManager.innHeroes.length Do not understand results
print status ( m_city.cityManager.innHeroes[0].status ) cityManager.innHeroes[0].status Do not understand results
print name ( m_city.cityManager.innHeroes[0].name ) cityManager.innHeroes[0].name Do not understand results
print management ( m_city.cityManager.innHeroes[0].management ) cityManager.innHeroes[0].management Do not understand results
print stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded ) cityManager.innHeroes[0].stratagemBuffAdded Do not understand results
print managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded ) cityManager.innHeroes[0].managementBuffAdded Do not understand results
print powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded ) cityManager.innHeroes[0].powerBuffAdded Do not understand results
print power ( m_city.cityManager.innHeroes[0].power ) cityManager.innHeroes[0].power Do not understand results
print level ( m_city.cityManager.innHeroes[0].level ) cityManager.innHeroes[0].level Do not understand results
print managementAdded ( m_city.cityManager.innHeroes[0].managementAdded ) cityManager.innHeroes[0].managementAdded Do not understand results
print id ( m_city.cityManager.innHeroes[0].id ) cityManager.innHeroes[0].id Do not understand results
print buffsArray ( m_city.cityManager.innHeroes[0].buffsArray ) cityManager.innHeroes[0].buffsArray Do not understand results
print upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp ) cityManager.innHeroes[0].upgradeExp Do not understand results
print powerAdded ( m_city.cityManager.innHeroes[0].powerAdded ) cityManager.innHeroes[0].powerAdded Do not understand results
print remainPoint ( m_city.cityManager.innHeroes[0].remainPoint ) cityManager.innHeroes[0].remainPoint Do not understand results
print logoUrl ( m_city.cityManager.innHeroes[0].logoUrl ) cityManager.innHeroes[0].logoUrl Do not understand results
print stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded ) cityManager.innHeroes[0].stratagemAdded Do not understand results
print itemId ( m_city.cityManager.innHeroes[0].itemId ) cityManager.innHeroes[0].itemId Do not understand results
print itemAmount ( m_city.cityManager.innHeroes[0].itemAmount ) cityManager.innHeroes[0].itemAmount Do not understand results
print stratagem ( m_city.cityManager.innHeroes[0].stratagem ) cityManager.innHeroes[0].stratagem Do not understand results
print loyalty ( m_city.cityManager.innHeroes[0].loyalty ) cityManager.innHeroes[0].loyalty Do not understand results
// Troop
print troop archer: ( m_city.cityManager.troop.archer ) cityManager.troop.archer ) .........................checked ok....................
print troop ballista: ( m_city.cityManager.troop.ballista ) cityManager.troop.ballista ) .........................checked ok....................
print troop batteringRam: ( m_city.cityManager.troop.batteringRam ) cityManager.troop.batteringRam ) .........................checked ok....................
print troop carriage: ( m_city.cityManager.troop.carriage ) cityManager.troop.carriage ) .........................checked ok....................
print troop catapult: ( m_city.cityManager.troop.catapult ) cityManager.troop.catapult ) .........................checked ok....................
print troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry ) cityManager.troop.heavyCavalry ) .........................checked ok....................
print troop lightCavalry: ( m_city.cityManager.troop.lightCavalry ) cityManager.troop.lightCavalry ) .........................checked ok....................
print troop militia: ( m_city.cityManager.troop.militia ) cityManager.troop.militia ) .........................checked ok....................
print troop peasants: ( m_city.cityManager.troop.peasants ) cityManager.troop.peasants ) .........................checked ok....................
print troop pikemen: ( m_city.cityManager.troop.pikemen ) cityManager.troop.pikemen ) .........................checked ok....................
print troop scouter: ( m_city.cityManager.troop.scouter ) cityManager.troop.scouter ) .........................checked ok....................
print troop swordsmen: ( m_city.cityManager.troop.swordsmen ) cityManager.troop.swordsmen ) .........................checked ok....................
print archer ( m_city.cityManager.troopStillInProduction.archer ) cityManager.troopStillInProduction.archer ) .........................checked ok....................
print ballista ( m_city.cityManager.troopStillInProduction.ballista ) cityManager.troopStillInProduction.ballista ) .........................checked ok....................
print batteringRam ( m_city.cityManager.troopStillInProduction.batteringRam ) cityManager.troopStillInProduction.batteringRam ) .........................checked ok....................
print carriage ( m_city.cityManager.troopStillInProduction.carriage ) cityManager.troopStillInProduction.carriage ) .........................checked ok....................
print catapult ( m_city.cityManager.troopStillInProduction.catapult ) cityManager.troopStillInProduction.catapult ) .........................checked ok....................
print heavyCavalry ( m_city.cityManager.troopStillInProduction.heavyCavalry ) cityManager.troopStillInProduction.heavyCavalry ) .........................checked ok....................
print lightCavalry ( m_city.cityManager.troopStillInProduction.lightCavalry ) cityManager.troopStillInProduction.lightCavalry ) .........................checked ok....................
print militia ( m_city.cityManager.troopStillInProduction.militia ) cityManager.troopStillInProduction.militia ) .........................checked ok....................
print peasants ( m_city.cityManager.troopStillInProduction.peasants ) cityManager.troopStillInProduction.peasants ) .........................checked ok....................
print pikemen ( m_city.cityManager.troopStillInProduction.pikemen ) cityManager.troopStillInProduction.pikemen ) .........................checked ok....................
print scouter ( m_city.cityManager.troopStillInProduction.scouter ) cityManager.troopStillInProduction.scouter ) .........................checked ok....................
// Forts
print fortification abatis: ( m_city.cityManager.fortification.abatis ) cityManager.fortification.abatis ) .........................checked ok....................
print fortification arrowTower: ( m_city.cityManager.fortification.arrowTower ) cityManager.fortification.arrowTower ) .........................checked ok....................
print fortification rockfall: ( m_city.cityManager.fortification.rockfall ) cityManager.fortification.rockfall ) .........................checked ok....................
print fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs ) cityManager.fortification.rollingLogs ) .........................checked ok....................
print fortification trap: ( m_city.cityManager.fortification.trap ) cityManager.fortification.trap ) .........................checked ok....................
print trap ( m_city.cityManager.fortificationsRequirement.trap ) cityManager.fortificationsRequirement.trap ) .........................checked ok....................
print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower ) cityManager.fortificationsRequirement.arrowTower ) .........................checked ok....................
print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall ) cityManager.fortificationsRequirement.rockfall ) .........................checked ok....................
print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs ) cityManager.fortificationsRequirement.rollingLogs ) .........................checked ok....................
print abatis ( m_city.cityManager.fortificationsRequirement.abatis ) cityManager.fortificationsRequirement.abatis ) .........................checked ok....................
// Buildings
print buildings[0]: ( m_city.cityManager.buildings[0] ) cityManager.buildings[0] ) .........................checked ok....................
print buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime ) cityManager.buildings[0].endTime ) .........................checked ok....................
print buildings[0] level: ( m_city.cityManager.buildings[0].level ) cityManager.buildings[0].level ) .........................checked ok....................
print buildings[0] name: ( m_city.cityManager.buildings[0].name ) cityManager.buildings[0].name ) .........................checked ok....................
print buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId ) cityManager.buildings[0].positionId ) .........................checked ok....................
print buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime ) cityManager.buildings[0].startTime ) .........................checked ok....................
print buildings[0] status: ( m_city.cityManager.buildings[0].status ) cityManager.buildings[0].status ) .........................checked ok....................
print buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId ) cityManager.buildings[0].typeId ) .........................checked ok....................
print buildings[1]: ( m_city.cityManager.buildings[1] ) cityManager.buildings[1] ) .........................checked ok....................
print buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime ) cityManager.buildings[1].endTime ) .........................checked ok....................
print buildings[1] level: ( m_city.cityManager.buildings[1].level ) cityManager.buildings[1].level ) .........................checked ok....................
print buildings[1] name: ( m_city.cityManager.buildings[1].name ) cityManager.buildings[1].name ) .........................checked ok....................
print buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId ) cityManager.buildings[1].positionId ) .........................checked ok....................
print buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime ) cityManager.buildings[1].startTime ) .........................checked ok....................
print buildings[1] status: ( m_city.cityManager.buildings[1].status ) cityManager.buildings[1].status ) .........................checked ok....................
print buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId ) cityManager.buildings[1].typeId ) .........................checked ok....................
print –Buildings 73 level------- m_city.cityManager.buildings[73].level cityManager.buildings[73].level .........................checked ok....................
print buildings length ( m_city.cityManager.buildings.length ) cityManager.buildings.length .........................checked ok....................
// Market
print –buyPrice------- m_city.cityManager.buyPrice() cityManager.buyPrice() .........................checked ok....................
print –buyPrice------- m_city.cityManager.buyPrice(1) cityManager.buyPrice(1) .........................checked ok....................
print –buyPrice 2------- m_city.cityManager.buyPrice(2) cityManager.buyPrice(2) .........................checked ok....................
print –buyPrice 3------- m_city.cityManager.buyPrice(3) cityManager.buyPrice(3) .........................checked ok....................
print –sellPrice food------- m_city.cityManager.sellPrice(food) cityManager.sellPrice(food) .........................checked ok....................
print –tradesArray length------- m_city.cityManager.tradesArray.length cityManager.tradesArray.length .........................checked ok....................
print –tradesArray 0 amount------- m_city.cityManager.tradesArray[0].amount cityManager.tradesArray[0].amount .........................checked ok....................
print –tradesArray 1 amount------- m_city.cityManager.tradesArray[1].amount cityManager.tradesArray[1].amount .........................checked ok....................
print –tradesArray 2 amount------- m_city.cityManager.tradesArray[2].amount cityManager.tradesArray[2].amount .........................checked ok....................
print –tradesArray 6 amount------- m_city.cityManager.tradesArray[6].amount cityManager.tradesArray[6].amount .........................checked ok....................
print m_city.cityManager.tradesArray[0].resType cityManager.tradesArray[0].resType .........................checked ok....................
print m_city.cityManager.tradesArray[0].tradeType cityManager.tradesArray[0].tradeType .........................checked ok....................
print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName ) cityManager.tradesArray[0].resourceName .........................checked ok....................
print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price ) cityManager.tradesArray[0].price .........................checked ok....................
print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id ) cityManager.tradesArray[0].id .........................checked ok....................
print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName ) cityManager.tradesArray[0].tradeTypeName .........................checked ok....................
print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount ) cityManager.tradesArray[0].dealedAmount .........................checked ok....................
print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal ) cityManager.tradesArray[0].dealedTotal .........................checked ok....................
print transingTradesArray length ( m_city.cityManager.transingTradesArray.length ) cityManager.transingTradesArray.length .........................checked ok....................
print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount ) cityManager.transingTradesArray[0].amount .........................checked ok....................
print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime ) cityManager.transingTradesArray[0].endTime .........................checked ok....................
print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName ) cityManager.transingTradesArray[0].resourceName .........................checked ok....................
print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price ) cityManager.transingTradesArray[0].price .........................checked ok....................
print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total ) cityManager.transingTradesArray[0].total .........................checked ok....................
print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id ) cityManager.transingTradesArray[0].id .........................checked ok....................
print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType ) cityManager.transingTradesArray[0].resType .........................checked ok....................
print sellPrice 0 ( m_context.sellPrice(0) ) m_context.sellPrice(0) .........................checked ok....................
print buyPrice 0 ( m_context.buyPrice(0) ) m_context.buyPrice(0) .........................checked ok....................
print sellPrice 1 ( m_context.sellPrice(1) ) m_context.sellPrice(1) .........................checked ok....................
print buyPrice 1 ( m_context.buyPrice(1) ) m_context.buyPrice(1) .........................checked ok....................
print sellPrice 2 ( m_context.sellPrice(2) ) m_context.sellPrice(2) .........................checked ok....................
print buyPrice 2 ( m_context.buyPrice(2) ) m_context.buyPrice(2) .........................checked ok....................
print sellPrice 3 ( m_context.sellPrice(3) ) m_context.sellPrice(3) .........................checked ok....................
print buyPrice 3 ( m_context.buyPrice(3) ) m_context.buyPrice(3) .........................checked ok....................
// Armies
print –selfArmies length------- m_city.cityManager.selfArmies.length cityManager.selfArmies.length .........................checked ok....................
print –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType ) cityManager.selfArmies[0].missionType .........................checked ok....................
print –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king ) cityManager.selfArmies[0].king .........................checked ok....................
print –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId ) cityManager.selfArmies[0].startFieldId .........................checked ok....................
print –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName ) cityManager.selfArmies[0].targetPosName .........................checked ok....................
print –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction ) cityManager.selfArmies[0].direction .........................checked ok....................
print –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime ) cityManager.selfArmies[0].restTime .........................checked ok....................
print –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime ) cityManager.selfArmies[0].startTime .........................checked ok....................
print –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName ) cityManager.selfArmies[0].startPosName .........................checked ok....................
print –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel ) cityManager.selfArmies[0].heroLevel .........................checked ok....................
print –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime ) cityManager.selfArmies[0].reachTime .........................checked ok....................
print –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero ) cityManager.selfArmies[0].hero .........................checked ok....................
print –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId ) cityManager.selfArmies[0].targetFieldId .........................checked ok....................
print –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance ) cityManager.selfArmies[0].alliance .........................checked ok....................
print –selfArmies 0 troop peasant------- m_city.cityManager.selfArmies[0].troop.peasants cityManager.selfArmies[0].troop.peasants .........................checked ok....................
print –selfArmies 0 troop militia------- m_city.cityManager.selfArmies[0].troop.militia cityManager.selfArmies[0].troop.militia .........................checked ok....................
print –selfArmies 0 troop scouter------- m_city.cityManager.selfArmies[0].troop.scouter cityManager.selfArmies[0].troop.scouter .........................checked ok....................
print –selfArmies 0 troop pikemen------- m_city.cityManager.selfArmies[0].troop.pikemen cityManager.selfArmies[0].troop.pikemen .........................checked ok....................
print –selfArmies 0 troop swordsmen------- m_city.cityManager.selfArmies[0].troop.swordsmen cityManager.selfArmies[0].troop.swordsmen .........................checked ok....................
print –selfArmies 0 troop archer------- m_city.cityManager.selfArmies[0].troop.archer cityManager.selfArmies[0].troop.archer .........................checked ok....................
print –selfArmies 0 troop lightCavalry------- m_city.cityManager.selfArmies[0].troop.lightCavalry cityManager.selfArmies[0].troop.lightCavalry .........................checked ok....................
print –selfArmies 0 troop heavyCavalry------- m_city.cityManager.selfArmies[0].troop.heavyCavalry cityManager.selfArmies[0].troop.heavyCavalry .........................checked ok....................
print –selfArmies 0 troop carriage------- m_city.cityManager.selfArmies[0].troop.carriage cityManager.selfArmies[0].troop.carriage .........................checked ok....................
print –selfArmies 0 troop ballista------- m_city.cityManager.selfArmies[0].troop.ballista cityManager.selfArmies[0].troop.ballista .........................checked ok....................
print –selfArmies troop batteringRam------- m_city.cityManager.selfArmies[0].troop.batteringRam cityManager.selfArmies[0].troop.batteringRam .........................checked ok....................
print –selfArmies troop catapult------- m_city.cityManager.selfArmies[0].troop.catapult cityManager.selfArmies[0].troop.catapult .........................checked ok....................
Print gold ( m_city.cityManager.selfArmies[0].resource.gold ) cityManager.selfArmies[0].resource.gold .........................checked ok....................
Print food ( m_city.cityManager.selfArmies[0].resource.food ) cityManager.selfArmies[0].resource.food .........................checked ok....................
Print wood ( m_city.cityManager.selfArmies[0].resource.wood ) cityManager.selfArmies[0].resource.wood .........................checked ok....................
Print iron ( m_city.cityManager.selfArmies[0].resource.iron ) cityManager.selfArmies[0].resource.iron .........................checked ok....................
print 0-----------------------------------stone ( m_city.cityManager.selfArmies[0].resource.stone ) cityManager.selfArmies[0].resource.stone .........................checked ok....................
print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle ) cityManager.castle.goOutForBattle .........................checked ok....................
print missionType ( m_city.cityManager.friendlyArmies[0].missionType ) cityManager.friendlyArmies[0].missionType ) .........................checked ok....................
print king ( m_city.cityManager.friendlyArmies[0].king ) cityManager.friendlyArmies[0].king ) .........................checked ok....................
print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId ) cityManager.friendlyArmies[0].startFieldId ) .........................checked ok....................
print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName ) cityManager.friendlyArmies[0].targetPosName ) .........................checked ok....................
print direction ( m_city.cityManager.friendlyArmies[0].direction ) cityManager.friendlyArmies[0].direction ) .........................checked ok....................
print restTime ( m_city.cityManager.friendlyArmies[0].restTime ) cityManager.friendlyArmies[0].restTime ) .........................checked ok....................
print startTime ( m_city.cityManager.friendlyArmies[0].startTime ) cityManager.friendlyArmies[0].startTime ) .........................checked ok....................
print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName ) cityManager.friendlyArmies[0].startPosName ) .........................checked ok....................
print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel ) cityManager.friendlyArmies[0].heroLevel ) .........................checked ok....................
print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime ) cityManager.friendlyArmies[0].reachTime ) .........................checked ok....................
print hero ( m_city.cityManager.friendlyArmies[0].hero ) cityManager.friendlyArmies[0].hero ) .........................checked ok....................
print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId ) cityManager.friendlyArmies[0].targetFieldId ) .........................checked ok....................
print alliance ( m_city.cityManager.friendlyArmies[0].alliance ) cityManager.friendlyArmies[0].alliance ) .........................checked ok....................
print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants ) cityManager.friendlyArmies[0].troop.peasants ) .........................checked ok....................
print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia ) cityManager.friendlyArmies[0].troop.militia ) .........................checked ok....................
print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter ) cityManager.friendlyArmies[0].troop.scouter ) .........................checked ok....................
print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen ) cityManager.friendlyArmies[0].troop.pikemen ) .........................checked ok....................
print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen ) cityManager.friendlyArmies[0].troop.swordsmen ) .........................checked ok....................
print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer ) cityManager.friendlyArmies[0].troop.archer ) .........................checked ok....................
print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry ) cityManager.friendlyArmies[0].troop.lightCavalry ) .........................checked ok....................
print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry ) cityManager.friendlyArmies[0].troop.heavyCavalry ) .........................checked ok....................
print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage ) cityManager.friendlyArmies[0].troop.carriage ) .........................checked ok....................
print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista ) cityManager.friendlyArmies[0].troop.ballista ) .........................checked ok....................
print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam ) cityManager.friendlyArmies[0].troop.batteringRam ) .........................checked ok....................
print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult ) cityManager.friendlyArmies[0].troop.catapult ) .........................checked ok....................
print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold ) cityManager.friendlyArmies[0].resource.gold ) .........................checked ok....................
print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food ) cityManager.friendlyArmies[0].resource.food ) .........................checked ok....................
print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood ) cityManager.friendlyArmies[0].resource.wood ) .........................checked ok....................
print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron ) cityManager.friendlyArmies[0].resource.iron ) .........................checked ok....................
print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone ) cityManager.friendlyArmies[0].resource.stone ) .........................checked ok....................
print estResource food: ( m_city.cityManager.estResource.food ) cityManager.estResource.food .........................checked ok....................
print estResource gold: ( m_city.cityManager.estResource.gold ) cityManager.estResource.gold .........................checked ok....................
print estResource iron: ( m_city.cityManager.estResource.iron ) cityManager.estResource.iron .........................checked ok....................
print estResource stone: ( m_city.cityManager.estResource.stone ) cityManager.estResource.stone .........................checked ok....................
print reservedResource food: ( m_city.cityManager.reservedResource.food ) cityManager.reservedResource.food .........................checked ok....................
print reservedResource gold: ( m_city.cityManager.reservedResource.gold ) cityManager.reservedResource.gold .........................checked ok....................
print reservedResource iron: ( m_city.cityManager.reservedResource.iron ) cityManager.reservedResource.iron .........................checked ok....................
print reservedResource stone: ( m_city.cityManager.reservedResource.stone ) cityManager.reservedResource.stone .........................checked ok....................
// General
print id: ( m_city.cityManager.id ) cityManager.id ) .........................checked ok....................
print name: ( m_city.cityManager.name ) cityManager.name ) .........................checked ok....................
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
Print timeSlot ( m_city.cityManager.timeSlot ) // int; m_city.cityManager.timeSlot .........................checked ok....................
Print directionChange ( m_city.cityManager.directionChange ) // Boolean = false; m_city.cityManager.directionChange .........................checked ok....................
Print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true; m_city.cityManager.furtherInitNeeded .........................checked ok....................
Print mapInitState ( m_city.cityManager.mapInitState ) // int;  // 0 - ok, 1 - pending, 2 - init needed m_city.cityManager.mapInitState .........................checked ok....................
Print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean; m_city.cityManager.checkFeastingHallSpace .........................checked ok....................
Print innStatus ( m_city.cityManager.innStatus ) // int; m_city.cityManager.innStatus .........................checked ok....................
Print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int; m_city.cityManager.troopQueueStatus .........................checked ok....................
Print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int; m_city.cityManager.fortificationQueueStatus .........................checked ok....................
Print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array; m_city.cityManager.pendingProductionRates .........................checked ok....................
Print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0); m_city.cityManager.distanceSettings .........................checked ok....................
print name ( m_city.cityManager.name ) cityManager.name .........................checked ok....................
print castle allowAlliance ( m_city.cityManager.castle.allowAlliance ) cityManager.castle.allowAlliance .........................checked ok....................
print id ( m_city.cityManager.id ) cityManager.id .........................checked ok....................
print Player currentTime ( m_context.Player.currentTime ) m_context.Player.currentTime .........................checked ok....................
print serverMinutes     ( m_context.serverMinutes     ) m_context.serverMinutes     .........................checked ok....................
print serverHours     ( m_context.serverHours     ) m_context.serverHours     .........................checked ok....................
print serverDate     ( m_context.serverDate     ) m_context.serverDate     .........................checked ok....................
print serverMonth     ( m_context.serverMonth     ) m_context.serverMonth     .........................checked ok....................
print serverYear ( m_context.serverYear ) m_context.serverYear .........................checked ok....................
print Player currentDateTime     ( m_context.Player.currentDateTime     ) m_context.Player.currentDateTime     .........................checked ok....................
print Player currentTime ( m_context.Player.currentTime ) m_context.Player.currentTime .........................checked ok....................
print Player playerInfo lastLoginTime    ( m_context.Player.playerInfo.lastLoginTime    ) m_context.Player.playerInfo.lastLoginTime    .........................checked ok....................
print Player playerInfo createrTime    ( m_context.Player.playerInfo.createrTime    ) m_context.Player.playerInfo.createrTime    .........................checked ok....................
print Player playerInfo office     ( m_context.Player.playerInfo.office     ) m_context.Player.playerInfo.office     .........................checked ok....................
print Player playerInfo castleCount    ( m_context.Player.playerInfo.castleCount    ) m_context.Player.playerInfo.castleCount    .........................checked ok....................
print Player playerInfo honor     ( m_context.Player.playerInfo.honor     ) m_context.Player.playerInfo.honor     .........................checked ok....................
print Player playerInfo levelId     ( m_context.Player.playerInfo.levelId     ) m_context.Player.playerInfo.levelId     .........................checked ok....................
print Player playerInfo medal     ( m_context.Player.playerInfo.medal     ) m_context.Player.playerInfo.medal     .........................checked ok....................
print Player playerInfo sex     ( m_context.Player.playerInfo.sex     ) m_context.Player.playerInfo.sex     .........................checked ok....................
print Player playerInfo accountName    ( m_context.Player.playerInfo.accountName    ) m_context.Player.playerInfo.accountName    .........................checked ok....................
print Player playerInfo faceUrl     ( m_context.Player.playerInfo.faceUrl     ) m_context.Player.playerInfo.faceUrl     .........................checked ok....................
print Player playerInfo id     ( m_context.Player.playerInfo.id     ) m_context.Player.playerInfo.id     .........................checked ok....................
print Player playerInfo allianceLevel    ( m_context.Player.playerInfo.allianceLevel    ) m_context.Player.playerInfo.allianceLevel    .........................checked ok....................
print Player playerInfo bdenyotherplayer   ( m_context.Player.playerInfo.bdenyotherplayer   ) m_context.Player.playerInfo.bdenyotherplayer   .........................checked ok....................
print Player playerInfo population    ( m_context.Player.playerInfo.population    ) m_context.Player.playerInfo.population    .........................checked ok....................
print Player playerInfo flag     ( m_context.Player.playerInfo.flag     ) m_context.Player.playerInfo.flag     .........................checked ok....................
print Player playerInfo prestige    ( m_context.Player.playerInfo.prestige    ) m_context.Player.playerInfo.prestige    .........................checked ok....................
print Player playerInfo userName    ( m_context.Player.playerInfo.userName    ) m_context.Player.playerInfo.userName    .........................checked ok....................
print Player playerInfo userId     ( m_context.Player.playerInfo.userId     ) m_context.Player.playerInfo.userId     .........................checked ok....................
print Player playerInfo titleId     ( m_context.Player.playerInfo.titleId     ) m_context.Player.playerInfo.titleId     .........................checked ok....................
print Player playerInfo ranking     ( m_context.Player.playerInfo.ranking     ) m_context.Player.playerInfo.ranking     .........................checked ok....................
print Player playerInfo alliance    ( m_context.Player.playerInfo.alliance    ) m_context.Player.playerInfo.alliance    .........................checked ok....................
print m_city.cityManager.distanceSettings[0] cityManager.distanceSettings[0 .........................checked ok....................
print m_city.cityManager.distanceSettings[1] cityManager.distanceSettings[1 .........................checked ok....................
print m_city.cityManager.distanceSettings[2] cityManager.distanceSettings[2 .........................checked ok....................
print m_city.cityManager.distanceSettings[3] cityManager.distanceSettings[3 .........................checked ok....................
print m_city.cityManager.distanceSettings[4] cityManager.distanceSettings[4 .........................checked ok....................
print ( m_context.maintenanceStart ) m_context.maintenanceStar .........................checked ok....................
print m_city.cityManager.CityHasGoalErrors cityManager.CityHasGoalError .........................checked ok....................
print m_city.cityManager.GateControl cityManager.GateContro .........................checked ok....................
print m_city.cityManager.trainingHeroName cityManager.trainingHeroNam .........................checked ok....................
// Research
print avalevel ( m_city.cityManager.researches[0].avalevel ) cityManager.researches[0].avalevel .........................checked ok....................
print endTime ( m_city.cityManager.researches[0].endTime ) cityManager.researches[0].endTime .........................checked ok....................
print upgradeing ( m_city.cityManager.researches[0].upgradeing ) cityManager.researches[0].upgradeing .........................checked ok....................
print level ( m_city.cityManager.researches[0].level ) cityManager.researches[0].level .........................checked ok....................
print startTime ( m_city.cityManager.researches[0].startTime ) cityManager.researches[0].startTime .........................checked ok....................
print castleId ( m_city.cityManager.researches[0].castleId ) cityManager.researches[0].castleId .........................checked ok....................
print typeId ( m_city.cityManager.researches[0].typeId ) cityManager.researches[0].typeId .........................checked ok....................
print permition ( m_city.cityManager.researches[0].permition ) cityManager.researches[0].permition .........................checked ok....................
print m_city.cityManager.isSafeFarming cityManager.isSafeFarmin .........................checked ok....................