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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....................