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 0------------------------------------gold ( m_city.cityManager.selfArmies[0].resource.gold ) | cityManager.selfArmies[0].resource.gold | .........................checked ok.................... |
print 0------------------------------------food ( m_city.cityManager.selfArmies[0].resource.food ) | cityManager.selfArmies[0].resource.food | .........................checked ok.................... |
print 0------------------------------------wood ( m_city.cityManager.selfArmies[0].resource.wood ) | cityManager.selfArmies[0].resource.wood | .........................checked ok.................... |
print 0------------------------------------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.................... |