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==IsHeroInCastle== | ==IsHeroInCastle== | ||
Revision as of 09:21, 30 May 2011
TEMPORARY COPY FROM EVOBOT WIKI - NEEDS REFORMATTED STILL
Information may not be completely accurate with Y.A.E.B.
Contents
Script References
References allow for the smooth operation of a City.
Resources, Troops, Walldefenses, & Miscellaneous City Information can be referenced from within a script.
Note: All references must begin with ‘m_city.cityManager.’
Material Resources
Applicable Resources : food, wood, stone, iron
| Summary of Reference Resource Parameters | ||
| amount |
|
current amount of resources |
| increaseRate |
|
Total Resource Rate of Production |
| max |
|
Max Production of Resources at Current Levels |
| storeRercent |
|
Storage Percentage |
| workPeople |
|
Total number of workers used in production of the resource |
Examples :
//===================================================
// Check current amount of Wood, if greater than 10,000 gosub JumpToTraining
// Check if enough Iron is Being Produced, if not, gosub buildMoreMines
//===================================================
ifgosub ( m_city.castle.resource.wood.amount > 10000 ) JumpToTraining
ifgosub ( m_city.castle.resource.iron.increaseRate < 5000 ) buildMoreMines
Troops
| Reference Troops Names to EvoBot Equivalent | |
| archer |
arch,a |
| ballista |
balli,b |
| batteringRam |
ram,r |
| carriage |
tran,t |
| catapult |
pult,cp |
| heavyCavalry |
cata |
| lightCavalry |
cav |
| militia |
warr,w |
| peasants |
worker,wo |
| pikemen |
pike,p |
| scouter |
scout,s |
| swordsmen |
sword,sw |
Example :
ifgosub ( m_city.castle.troop.archer < 100000 ) buildArchers
ifgosub ( m_city.castle.troop.heavyCavalry < 100000 ) buildPhracts
ifgosub ( m_city.castle.troop.catapults < 15000 ) buildPults
IsHeroInCastle
Arg : m_city.IsHeroInCastle(heroname)
Explanation : Checks your city for a named Hero.
*Note: Checks only if your city has hero registered not if he/she is idle.
Coded Example :
ifgoto ( m_city.IsHeroInCastle(AtkA) == true ) buildArcher
ifgoto ( m_city.IsHeroInCastle(AtkS) == true ) buildScout
ifgoto ( m_city.IsHeroInCastle(AtkP) == true ) buildPike
ifgoto ( m_city.IsHeroInCastle(AtkW) == true ) buildWarr
ifgoto ( m_city.IsHeroInCastle(AtkSw) == true ) buildSword
//
label buildArcher
…
Note : Reference Must be spelled & spaced exactly as shown.
AnyIdleHero
Arg : m_city.AnyIdleHero(heroname/any)
Explanation : Checks your city for a named Hero or any Hero that is idle.
Coded Example :
//=======================================
// Attack lvl5 NPC
// goto Check subroutine
// train archers
// Check if ATK295 is Idle, if yes then goto TrainBig
// CHeck if any Hero is Idle, if yes then return to Farming
//=======================================
attack XXX,YYY any b:400,t:400
gosub Check
…
//
label Check
train a:2000 any all
ifgosub ( m_city.AnyIdleHero(ATK295) == true ) TrainBig
ifgoto ( m_city.AnyIdleHero(any) == true ) goBack
sleep 600
loop Check 0
label goBack
gosubreturn
//
label TrainBig
train cata:400 any all
gosubreturn
Note : Reference Must be spelled & spaced exactly as shown.
City References
Note : Reference Must be spelled & spaced exactly as shown.
| Reference |
Usage |
*Notes |
| gold |
m_city.castle.resource.gold |
'.amount' is not needed to display total |
| complaint |
m_city.castle.resource.complaint |
Public Grievances |
| curPopulation |
m_city.castle.resource.curPopulation |
|
| maxPopulation |
m_city.castle.resource.maxPopulation |
|
| heroSalary |
m_city.castle.resource.heroSalary |
|
| support |
m_city.castle.resource.support |
Loyalty |
| taxIncome |
m_city.castle.resource.taxIncome |
|
| hasEnemy |
m_city.castle.hasEnemy |
Not Sure if this one actually works, I've tried it & while under attack still displays false |