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Revision as of 08:46, 30 May 2011 by Anonymous (talk) (Edited City References)
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TEMPORARY COPY - NEEDS REFORMATTED STILL
Information may not be accurate.

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



Edited City References



Reference
Usage
*Notes
m_city.AnyIdleHero(any)


m_city.AnyIdleHero(ATK295)


m_city.IsHeroInCastle(HeroName)





m_city.cityManager.allowAlliance


m_city.cityManager.buildings[#]


m_city.cityManager.buildings[#].endTime


m_city.cityManager.buildings[#].level


m_city.cityManager.buildings[#].name


m_city.cityManager.buildings[#].positionId


m_city.cityManager.buildings[#].startTime


m_city.cityManager.buildings[#].status


m_city.cityManager.buildings[#].typeId


m_city.cityManager.fields[#].id


m_city.cityManager.fields[#].level


m_city.cityManager.fields[#].name


m_city.cityManager.fields[#].status


m_city.cityManager.fields[#].type


m_city.cityManager.fortification.abatis


m_city.cityManager.fortification.arrowTower


m_city.cityManager.fortification.rockfall


m_city.cityManager.fortification.rollingLogs


m_city.cityManager.fortification.trap


m_city.cityManager.goOutForBattle


m_city.cityManager.hasEnemy


m_city.cityManager.hasEnemy


m_city.cityManager.heros[#].experience


m_city.cityManager.heros[#].id


m_city.cityManager.heros[#].itemAmount


m_city.cityManager.heros[#].itemId


m_city.cityManager.heros[#].level


m_city.cityManager.heros[#].logoUrl


m_city.cityManager.heros[#].loyalty


m_city.cityManager.heros[#].management


m_city.cityManager.heros[#].managementAdded


m_city.cityManager.heros[#].managementBuffAdded


m_city.cityManager.heros[#].name


m_city.cityManager.heros[#].power


m_city.cityManager.heros[#].powerAdded


m_city.cityManager.heros[#].powerBuffAdded


m_city.cityManager.heros[#].remainPoint


m_city.cityManager.heros[#].staus


m_city.cityManager.heros[#].stratagem


m_city.cityManager.heros[#].stratagemAdded


m_city.cityManager.heros[#].stratagemBuffAdded


m_city.cityManager.heros[#].upgradeExp


m_city.cityManager.id


m_city.cityManager.logUrl not in yaeb


m_city.cityManager.name


m_city.cityManager.resource.buildPeople


m_city.cityManager.resource.complaint


m_city.cityManager.resource.complaint


m_city.cityManager.resource.curPopulation


m_city.cityManager.resource.curPopulation


m_city.cityManager.resource.food


m_city.cityManager.resource.food.amount


m_city.cityManager.resource.food.increaseRate


m_city.cityManager.resource.food.max


m_city.cityManager.resource.food.storeRercent


m_city.cityManager.resource.food.workPeople


m_city.cityManager.resource.gold


m_city.cityManager.resource.gold


m_city.cityManager.resource.gold.amount


m_city.cityManager.resource.gold.increaseRate


m_city.cityManager.resource.gold.max


m_city.cityManager.resource.gold.workPeople


m_city.cityManager.resource.heroSalary


m_city.cityManager.resource.heroSalary


m_city.cityManager.resource.iron


m_city.cityManager.resource.iron.amount


m_city.cityManager.resource.iron.increaseRate


m_city.cityManager.resource.iron.max


m_city.cityManager.resource.iron.storeRercent


m_city.cityManager.resource.iron.workPeople


m_city.cityManager.resource.maxPopulation


m_city.cityManager.resource.stone


m_city.cityManager.resource.stone.amount


m_city.cityManager.resource.stone.increaseRate


m_city.cityManager.resource.stone.max


m_city.cityManager.resource.stone.storeRercent


m_city.cityManager.resource.stone.workPeople


m_city.cityManager.resource.support


m_city.cityManager.resource.support


m_city.cityManager.resource.taxIncome


m_city.cityManager.resource.taxIncome


m_city.cityManager.resource.taxRate


m_city.cityManager.resource.troopCostFood


m_city.cityManager.resource.wood


m_city.cityManager.resource.wood.amount


m_city.cityManager.resource.wood.increaseRtae


m_city.cityManager.resource.wood.max


m_city.cityManager.resource.wood.storeRercent


m_city.cityManager.resource.wood.workPeople


m_city.cityManager.resource.workPeople


m_city.cityManager.status not in yaeb


m_city.cityManager.troop.archer


m_city.cityManager.troop.ballista


m_city.cityManager.troop.batteringRam


m_city.cityManager.troop.carriage


m_city.cityManager.troop.catapult


m_city.cityManager.troop.heavyCavalry


m_city.cityManager.troop.lightCavalry


m_city.cityManager.troop.militia


m_city.cityManager.troop.peasants


m_city.cityManager.troop.pikemen


m_city.cityManager.troop.scouter


m_city.cityManager.troop.swordsmen