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| Building objects can reference details about the buildings currently built or still in progress in your cities. |
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m_city.cityManager.buildings[0].endTime | '''These objects can be referenced as:''' |
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m_city.cityManager.buildings[0].level | . ''m_city.cityManager.buildings[x].property '''or''' city.buildings[x].property'' |
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m_city.cityManager.buildings[0].name | The ''[x]'' can be any number from 0-73. Each city has up to 74 possible buildings on it, 32 spaces inside plus walls and town hall, and 40 spaces outside. The first building you start with is city.building[73] (The Town Hall) and each building you construct after that takes the next available number counting back to 0... (72,71,70,69,etc) |
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m_city.cityManager.buildings[0].positionId | ||<tablewidth="796px" tableheight="123px"#cccccc>'''Property ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' || ||name ||String ||The name of the type of building ("Forge","Stable","Inn",etc.) || ||positionId ||int ||The number indicating the position id of the building. Town Hall is in position -1. See images below for each position id. || ||status ||int ||The active status of the building. 0 = complete, 1 = upgrading, 2 = demolishing. || ||endTime ||int ||Returns the time in UNIX timestamp format indicating when building will be finished upgrading or demolishing. Returns 0 if not being worked on. || ||startTime ||int ||Returns the time in UNIX timestamp format indicating when building began upgrading or demolishing. Returns 0 if not being worked on. || ||typeId ||int ||Returns the numerical code for the [[BuildingTypes]] || ||level ||int ||Returns the level of the building. || ||length ||int ||Returns the total number of buildings in the city. || ---- ScriptObjects |
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m_city.cityManager.buildings[0].startTime | |
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m_city.cityManager.buildings[0].status | ''' Position IDs for Building ''' |
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m_city.cityManager.buildings[0].typeId | {{http://imageshack.us/a/img820/7558/positionid1.png}} {{http://imageshack.us/a/img10/8545/positionid2.png}} |
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m_city.cityManager.buildings[1] m_city.cityManager.buildings[1].endTime m_city.cityManager.buildings[1].level m_city.cityManager.buildings[1].name m_city.cityManager.buildings[1].positionId m_city.cityManager.buildings[1].startTime m_city.cityManager.buildings[1].status m_city.cityManager.buildings[1].typeId m_city.cityManager.buildings[73].level |
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CategoryVariables | ScriptObjects |
Building objects can reference details about the buildings currently built or still in progress in your cities.
These objects can be referenced as:
m_city.cityManager.buildings[x].property or city.buildings[x].property
The [x] can be any number from 0-73. Each city has up to 74 possible buildings on it, 32 spaces inside plus walls and town hall, and 40 spaces outside. The first building you start with is city.building[73] (The Town Hall) and each building you construct after that takes the next available number counting back to 0... (72,71,70,69,etc)
Property |
Type |
Description |
name |
String |
The name of the type of building ("Forge","Stable","Inn",etc.) |
positionId |
int |
The number indicating the position id of the building. Town Hall is in position -1. See images below for each position id. |
status |
int |
The active status of the building. 0 = complete, 1 = upgrading, 2 = demolishing. |
endTime |
int |
Returns the time in UNIX timestamp format indicating when building will be finished upgrading or demolishing. Returns 0 if not being worked on. |
startTime |
int |
Returns the time in UNIX timestamp format indicating when building began upgrading or demolishing. Returns 0 if not being worked on. |
typeId |
int |
Returns the numerical code for the BuildingTypes |
level |
int |
Returns the level of the building. |
length |
int |
Returns the total number of buildings in the city. |
Position IDs for Building