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| The Army objects can reference details about the armies marching to or from your cities. |
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m_city.cityManager.selfArmies[0].missionType | '''Incoming enemy armies can be referenced as: ''' |
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m_city.cityManager.selfArmies[0].king | . ''m_city.cityManager.enemyArmies[x].property '''or''' city.enemyArmies[x].property'' |
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m_city.cityManager.selfArmies[0].startFieldId | '''Incoming friendly armies can be referenced as: ''' |
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m_city.cityManager.selfArmies[0].targetPosName | . ''m_city.cityManager.friendlyArmies[x].property '''or''' city.friendlyArmies[x].property'' |
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m_city.cityManager.selfArmies[0].direction | '''Your own armies can be referenced as: ''' |
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m_city.cityManager.selfArmies[0].restTime | . ''m_city.cityManager.selfArmies[x].property '''or''' city.selfArmies[x].property'' |
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m_city.cityManager.selfArmies[0].startTime | The ''[x]'' will signify which army it is - starting with 0 being the first one. If you had 5 marching farm crews for example, you would reference these with ''city.selfArmies[0].property'' through ''city.selfArmies[5].property''. |
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m_city.cityManager.selfArmies[0].startPosName | The .property at the end is how you will specify which detail you are referencing. Using the table below, you can for example get the lord name of the person that the third incoming attack wave belongs to with ''city.enemyArmies[2].king '' |
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m_city.cityManager.selfArmies[0].heroLevel | Some properties can have further details, for example resource and troop. Click the links in the table below to get the extra types of properties these can have. As an example, to see how much food your first returning npc farming crew is carrying, you could use ''city.selfArmies[0].resource.food''. Another example of troops, you can check how many scouts are in the second incoming reinforcement from your alliance mate by using'' city.friendlyArmies[1].troop.scouter.'' |
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m_city.cityManager.selfArmies[0].reachTime | '''Properties''' ||<tablewidth="796px" tableheight="123px"#cccccc>'''Property ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' || ||alliance ||String ||Alliance of the player who sent the army || ||armyId ||int ||army ID || ||[[ArmyDirection|direction]] ||int || || ||hero ||String ||Hero name || ||heroLevel || || || ||king ||String ||Lord name of the player who sent the army || ||[[MIssionType|missionType]] ||int ||Type of each wave being sent from the rally point: 1 - transport, 2 - reinforce, 3 - scout, 4 - build city, 5 - attack || ||reachTime || || || ||[[ResourceBean|resource]] ||Object ||Object describing the army resources || ||restTime || || || ||startFieldId ||int ||FieldId of the army origination point || ||startPosName || || || ||startTime || || || ||targetFieldId ||int ||FieldId of the army destination point || ||targetPosName || || || ||[[TroopStrBean|troop]] ||Object ||Object describing the army troops || |
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m_city.cityManager.selfArmies[0].hero | '''Examples''' |
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m_city.cityManager.selfArmies[0].targetFieldId | . {{{ // Example here ... ... }}} |
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m_city.cityManager.selfArmies[0].alliance m_city.cityManager.selfArmies[0].troop.peasants m_city.cityManager.selfArmies[0].troop.militia m_city.cityManager.selfArmies[0].troop.scouter m_city.cityManager.selfArmies[0].troop.pikemen m_city.cityManager.selfArmies[0].troop.swordsmen m_city.cityManager.selfArmies[0].troop.archer m_city.cityManager.selfArmies[0].troop.lightCavalry m_city.cityManager.selfArmies[0].troop.heavyCavalry m_city.cityManager.selfArmies[0].troop.carriage m_city.cityManager.selfArmies[0].troop.ballista m_city.cityManager.selfArmies[0].troop.batteringRam m_city.cityManager.selfArmies[0].troop.catapult m_city.cityManager.selfArmies[0].resource.gold m_city.cityManager.selfArmies[0].resource.food m_city.cityManager.selfArmies[0].resource.wood m_city.cityManager.selfArmies[0].resource.iron m_city.cityManager.selfArmies[0].resource.stone m_city.cityManager.castle.goOutForBattle m_city.cityManager.friendlyArmies[0].missionType m_city.cityManager.friendlyArmies[0].king m_city.cityManager.friendlyArmies[0].startFieldId m_city.cityManager.friendlyArmies[0].targetPosName m_city.cityManager.friendlyArmies[0].direction m_city.cityManager.friendlyArmies[0].restTime m_city.cityManager.friendlyArmies[0].startTime m_city.cityManager.friendlyArmies[0].startPosName m_city.cityManager.friendlyArmies[0].heroLevel m_city.cityManager.friendlyArmies[0].reachTime m_city.cityManager.friendlyArmies[0].hero m_city.cityManager.friendlyArmies[0].targetFieldId m_city.cityManager.friendlyArmies[0].alliance m_city.cityManager.friendlyArmies[0].troop.peasants m_city.cityManager.friendlyArmies[0].troop.militia m_city.cityManager.friendlyArmies[0].troop.scouter m_city.cityManager.friendlyArmies[0].troop.pikemen m_city.cityManager.friendlyArmies[0].troop.swordsmen m_city.cityManager.friendlyArmies[0].troop.archer m_city.cityManager.friendlyArmies[0].troop.lightCavalry m_city.cityManager.friendlyArmies[0].troop.heavyCavalry m_city.cityManager.friendlyArmies[0].troop.carriage m_city.cityManager.friendlyArmies[0].troop.ballista m_city.cityManager.friendlyArmies[0].troop.batteringRam m_city.cityManager.friendlyArmies[0].troop.catapult m_city.cityManager.friendlyArmies[0].resource.gold m_city.cityManager.friendlyArmies[0].resource.food m_city.cityManager.friendlyArmies[0].resource.wood m_city.cityManager.friendlyArmies[0].resource.iron m_city.cityManager.friendlyArmies[0].resource.stone |
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CategoryVariables | ScriptObjects |
The Army objects can reference details about the armies marching to or from your cities.
Incoming enemy armies can be referenced as:
m_city.cityManager.enemyArmies[x].property or city.enemyArmies[x].property
Incoming friendly armies can be referenced as:
m_city.cityManager.friendlyArmies[x].property or city.friendlyArmies[x].property
Your own armies can be referenced as:
m_city.cityManager.selfArmies[x].property or city.selfArmies[x].property
The [x] will signify which army it is - starting with 0 being the first one. If you had 5 marching farm crews for example, you would reference these with city.selfArmies[0].property through city.selfArmies[5].property.
The .property at the end is how you will specify which detail you are referencing. Using the table below, you can for example get the lord name of the person that the third incoming attack wave belongs to with city.enemyArmies[2].king
Some properties can have further details, for example resource and troop. Click the links in the table below to get the extra types of properties these can have. As an example, to see how much food your first returning npc farming crew is carrying, you could use city.selfArmies[0].resource.food. Another example of troops, you can check how many scouts are in the second incoming reinforcement from your alliance mate by using city.friendlyArmies[1].troop.scouter.
Properties
Property |
Type |
Description |
alliance |
String |
Alliance of the player who sent the army |
armyId |
int |
army ID |
int |
|
|
hero |
String |
Hero name |
heroLevel |
|
|
king |
String |
Lord name of the player who sent the army |
int |
Type of each wave being sent from the rally point: 1 - transport, 2 - reinforce, 3 - scout, 4 - build city, 5 - attack |
|
reachTime |
|
|
Object |
Object describing the army resources |
|
restTime |
|
|
startFieldId |
int |
FieldId of the army origination point |
startPosName |
|
|
startTime |
|
|
targetFieldId |
int |
FieldId of the army destination point |
targetPosName |
|
|
Object |
Object describing the army troops |
Examples
// Example here ... ...