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Deletions are marked like this. | Additions are marked like this. |
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||[[FortificationBean|fortification]] ||object || || | ||fortification ||object || || |
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||[[TroopStrBean|troop]] ||object || || | ||troop ||object || || |
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||[[ResourceBean|resource]] ||object || || | ||resource ||object || || |
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||[[FieldId|fieldId]] ||int || || | ||fieldId ||int || || |
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[[ObjectCity|City]] | ScriptObjects |
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 |
|
fortification |
object |
|
logUrl |
string |
path to the graphic icon of the city. |
goOutForBattle |
boolean |
|
troop |
object |
|
status |
int |
|
name |
string |
name of the city |
buildingQueuesArray |
array |
|
resource |
object |
|
allowAlliance |
boolean |
if the embassy is open. Returns: True / False |
usePACIFY_SUCCOUR_OR_PACIFY_PRAY |
int |
|
fieldId |
int |
|
buildingsArray |
array |
|
fieldsArray |
array |
|
hasEnemy |
boolean |
if the city has incoming attacks. Returns: True / False |
transingTradesArray |
array |
|