The City objects can reference details about the city the script is run in. '''City objects can be referenced as:''' . ''m_city.cityManager.property '''or''' city.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 c''ity.name''. '''Properties''' ||'''Property ''' ||<#cccccc>'''Type''' ||<#cccccc>'''Description ''' || ||buildCityLocations ||array ||Contains the FieldId of each coordinates scheduled for a (real) city to be built. || ||buildings ||object ||Contains information about the buildings in your city. || ||castle || || || ||checkFeastingHallSpace ||Boolean ||Looks to see if you have an open slot in your Feasting Hall. NOTE: Counts one spot in Hall for Training Hero if not in that town. Returns True / False || ||cityHasGoalErrors ||Boolean ||Is set to true in case if there was an exception (internal error) during goal processing OR if there are no goals at all (e.g. only comments)... i.e. simple syntax error will not set it to true... || ||coords ||String ||Gives the coordinates of the city || ||debugMask || || || ||directionChange ||Boolean ||Internal bot usage only. Used by medal hunting to set to true every time army is recalled, and then it forces citymanager to do 1 cycle without auto-recalling troops from valleys. Returns: True / False || ||distanceSettings ||Array ||Returns all 5 values of DistancePolicy for the city. distanceSettings[0] through distanceSettings[4] will return the value for npc farming, npc building, medal hunting, valley acquisition, and map scanning in order. || ||enemyArmies ||!ArrayCollection ||Contains information about incoming enemy armies. || ||estResource || ||(type is !EstimateResource) || ||fields ||!ArrayCollection ||Array of [[Field]] Objects representing fields (valleys and flats) owned by current city. || ||fieldId ||int ||fieldId of current city coords. || ||findHeroByName || || || ||fortification ||object? ||Contains information about the wall defences in your city. || ||fortificationProduceQueue || || || ||fortificationQueueStatus ||int ||Tells if wall building status has started up or not. 0 = ready 1 = not ready || ||fortificationRequirement || || || ||friendlyArmies ||object ||Contains information about incoming alliance armies. || ||furtherInitNeeded ||Boolean ||Tells True / False if town has had the first focus set on a town. || ||!GateControl ||int ||Shows current status of the city gates. 0 = Auto 1 = Open 2 = Closed || ||hasEnemyArmies || || || ||heroes ||object ||Contains information about the heroes in your city. || ||id ||int ||Gives the number ID of town that is ran in || ||incomingResources(sec) ||object ||Contains information about resources incoming to the city within specified time in seconds || ||innheroes ||object ||Contains information about the heroes in the inn. || ||innStatus ||int ||Returns the ready / not ready status for the inn in that town. 0 = ready 1 = not ready || ||mapInitState ||int ||Tells if map screen has loaded yet. 0 - OK 1 - pending 2 - init needed || ||myArmies ||object ||Contains information about your own armies. Same as selfArmies. || ||name ||String ||Gives the name of the town it's run in. || ||!NumberOfRealAttacks ||int ||Returns the number of real (non-junk) attacks incoming to the city. || ||pendingProductionRates ||array ||? || ||PRFactor || || || ||researches || ||(array coll.) || ||reservedResource || ||(type is resource bean) || ||resource ||object ||Contains information about the resources in your city. || ||!ResourceProduction || || || ||selfArmies ||object ||Contains information about your own armies. Same as myArmies. || ||timeSlot ||int ||Gives the order of towns that the bot reads from 0-X, where X = The number of towns you have starting at 0 || ||tradesArray || || || ||!TrainingHeroIsHere || || || ||trainingHeroName ||String ||Returns the name of the town's listed training hero. || ||transingTradesArray || || || ||troop || ||(type is TroopBean) || ||troopQueueStatus ||int ||Tells if troop building status has started up or not. 0 = ready 1 = not ready || ||troopStillInProduction || || || ||x || || || ||y || || || ||getConfig("") ||int ||Outputs value of a config goal. Example: echo city.getConfig("hero") will echo the status of 'config hero' goal. || ||isDebugging(32768) ||Boolean ||Shows if script debugging is On or Off (True or False). || ||hasResourceForArmy() ||Boolean ||Shows if you have the resources to build the army specified. || ||rallySpotAvailable() ||Boolean ||Shows if you have a rally spot free. Optional parameters: (reserveSlotForTH, optional extraSlots). || '''Examples''' . {{{ //Check the status of my embassy ifgoto (city.castle.allowAlliance) itsOpen goto itsClosed label itsOpen echo "My embassy is open" end label itsClosed echo "My embassy is closed" end }}} ---- ScriptObjects