## page was renamed from ObjectArmy 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 6 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. Look below the table 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, using troops, lets you check how many scouts are in the second incoming reinforcement from your alliance mate by using'' city.friendlyArmies[1].troop.scouter.'' ||'''Property ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' || ||alliance ||String ||Alliance of the player who sent the army || ||armyId ||int ||army ID || ||direction ||int ||The direction the army is travelling, 1 = marching, 2 = returning || ||hero ||String ||The name of the hero sent with the wave || ||heroLevel ||int ||The level of the hero sent with the wave || ||king ||String ||Lord name of the player who sent the army || ||missionType ||int ||Type of each wave being sent from the rally point: 1 - transport, 2 - reinforce, 3 - scout, 4 - build city, 5 - attack || ||reachTime ||int ||The time the wave will arrive, given in UnixTime || ||resource ||Object ||Object describing the army resources. See below. || ||restTime || || || ||startCoords ||String ||Coordinates of the city that sent the army || ||startFieldId ||int ||!FieldId of the army origination point || ||startPosName ||String ||Name of the city that sent the army || ||startTime ||int ||The time the wave was launched, given in UnixTime || ||targetCoords ||String ||Coordinates of the destination for the army || ||targetFieldId ||int ||!FieldId of the army destination point || ||targetPosName ||String ||Name of the destination for the army || ||troop ||Object ||Object describing the army troops. See below. || <
> Some Army Objects serve as functions to reference details. As above, these objects should be used with ''m_city.cityManager.function'' or ''city.function''. For example, ''city.hasEnemyArmies''. <
> '''Functions''' ||'''Function ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' || ||xxxxArmies.length ||int ||Gives the number of total waves. Used with enemyArmies, selfArmies, or friendlyArmies in place of the xxxx || ||hasEnemyArmiesWithin(x) ||Boolean ||Returns true if there are enemy armies incoming within x seconds. Optionally use hasEnemyArmiesWithin(x, true) to return true if there are enemy armies incoming within x seconds, or if the beacon is too low to see the time. Returns false if not || ||hasEnemyArmies ||Boolean ||Returns true if you have incoming enemy armies, false if not || ||!NumberOfRealAttacks ||int ||The total number of non-junk attacks incoming at your city || '''Examples''' . {{{ // List the origin and target of the 1st marching wave of your troops origin = city.selfArmies[0].startPosName target = city.selfArmies[0].targetPosName echo "My first wave in the rally at city " + origin + " has " + target + " as it's target." Result: 18:55:26 My first wave in the rally at city Shanra has Barbarian's city as it's target. 18:55:27 Script stopped }}} <
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> '''Army Resources''' <
> The resources carried by an army can be accessed through the army resource bean. <
> ||'''Property ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' || ||food ||Number ||Food amount || ||wood ||Number ||Wood amount || ||stone ||Number ||Stone amount || ||iron ||Number ||Iron amount || ||gold ||Number ||Gold amount || '''Example''' . {{{ // This sample script outputs the amount of food carried by the first army in the Armies window res = city.selfArmies[0].resource echo "Food amount is " + res.food }}} <
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> '''Army troops''' <
> The individual troop types in an army can be accessed as well. The format for using this would be m_city.cityManager.xxxArmies[x].troop.type or city.xxxArmies[x].troop.type. For example, ''city.selfArmies[1].troop.scouter''. <
> ||'''Property ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' || ||ballista || || || ||batteringRam || || || ||carriage || || || ||catapult || || || ||heavyCavalry || || || ||lightCavalry || || || ||militia || || || ||peasants || || || ||pikemen || || || ||scouter || || || ||swordsmen || || || ||archer || || || . {{{ // This sample script outputs the amount of ballista incoming in the first enemy army wave in the Armies window echo "Ballista amount is " + city.enemyArmies[0].troop.ballista }}} ---- ScriptObjects