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Comment:
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Deletions are marked like this. | Additions are marked like this. |
Line 16: | Line 16: |
||logUrl ||string || || | ||logUrl ||string || path to the graphic icon of the city. || |
Line 20: | Line 20: |
||name ||string || || | ||name ||string || name of the city || |
Line 23: | Line 23: |
||allowAlliance ||boolean || || | ||allowAlliance ||boolean || if the embassy is open. Returns: True / False || |
Line 25: | Line 25: |
||fieldId ||int || || | ||[[FieldId|fieldId]] ||int || || |
Line 28: | Line 28: |
||hasEnemy ||boolean || || | ||hasEnemy ||boolean || if the city has incoming attacks. Returns: True / False || |
Line 30: | Line 30: |
The Castle objects can reference details about the city the script is run in.
Castle objects can be referenced as:
m_city.cityManager.castle.property or city.castle.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 name of the city with city.castle.name. Some castle properties are aliased via the city object as well, for example city.castle.name and city.name are the same thing.
Properties
Property |
Type |
Description |
herosArray |
array |
|
tradesArray |
array |
|
id |
int |
|
buffsArray |
array |
|
object |
|
|
logUrl |
string |
path to the graphic icon of the city. |
goOutForBattle |
boolean |
|
object |
|
|
status |
int |
|
name |
string |
name of the city |
buildingQueuesArray |
array |
|
object |
|
|
allowAlliance |
boolean |
if the embassy is open. Returns: True / False |
usePACIFY_SUCCOUR_OR_PACIFY_PRAY |
int |
|
int |
|
|
buildingsArray |
array |
|
fieldsArray |
array |
|
hasEnemy |
boolean |
if the city has incoming attacks. Returns: True / False |
transingTradesArray |
array |
|