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    Thanks to Dismayed for compiling this list. Please leave Updates/Comments/etc at his Google page

    This list is outdated. A "new version" link is listed under each section.

    Enemy

    New version of "Enemy" available here.

    Print:

    Command:

    Result:

    print m_city.cityManager.hasEnemyArmiesWithin(60)

    print hasEnemyArmies -> m_city.cityManager.hasEnemyArmies

    cityManager.hasEnemyArmies

    ...checked ok...

    print m_city.cityManager.enemyArmies[0].targetFieldCoords

    cityManager.enemyArmies[0].targetFieldCoords

    ...checked ok...

    print m_city.cityManager.cityCoords

    cityManager.cityCoords

    ...checked ok...

    print NumberOfRealAttacks -> m_city.cityManager.NumberOfRealAttacks

    cityManager.NumberOfRealAttacks

    ...checked ok...

    print enemyArmies 0 reachTime -> m_city.cityManager.enemyArmies[0].reachTime

    cityManager.enemyArmies[0].reachTime

    ...checked ok...

    print enemyArmies 0 armyId -> m_city.cityManager.enemyArmies[0].armyId

    cityManager.enemyArmies[0].armyId

    My Result Error #1069 Supplier supplied enemyArmies 0 -> armyId 123456789

    print enemyArmies 0 missionType -> m_city.cityManager.enemyArmies[0].missionType

    cityManager.enemyArmies[0].missionType

    My Result Error #1069 Supplier supplied enemyArmies 0 -> missionType 5

    print enemyArmies 0 king -> m_city.cityManager.enemyArmies[0].king

    cityManager.enemyArmies[0].king

    My Result Error #1069 Supplier supplied enemyArmies 0 -> king Attacker Name

    print enemyArmies 0 resource.iron -> m_city.cityManager.enemyArmies[0].resource.iron

    cityManager.enemyArmies[0].resource.iron

    My Result Error #1069 Supplier supplied enemyArmies 0 -> resource.iron 0

    print enemyArmies 0 startFieldId -> m_city.cityManager.enemyArmies[0].startFieldId

    cityManager.enemyArmies[0].startFieldId

    My Result Error #1069 Supplier supplied enemyArmies 0 -> startFieldId 666999

    print m_city.cityManager.enemyArmies[0].startFieldCoords

    cityManager.enemyArmies[0].startFieldCoords

    ...checked ok...

    print enemyArmies 0 targetPosName -> m_city.cityManager.enemyArmies[0].targetPosName

    cityManager.enemyArmies[0].targetPosName

    My Result Error #1069 Supplier supplied enemyArmies 0 -> targetPosName MYCITY

    print enemyArmies 0 direction -> m_city.cityManager.enemyArmies[0].direction

    cityManager.enemyArmies[0].direction

    My Result Error #1069 Supplier supplied enemyArmies 0 -> direction 1

    print enemyArmies 0 restTime -> m_city.cityManager.enemyArmies[0].restTime

    cityManager.enemyArmies[0].restTime

    My Result Error #1069 Supplier supplied enemyArmies 0 -> restTime 0

    print enemyArmies 0 startTime -> m_city.cityManager.enemyArmies[0].startTime

    cityManager.enemyArmies[0].startTime

    My Result Error #1069 Supplier supplied enemyArmies 0 -> startTime 1339652736137

    print enemyArmies 0 .startPosName -> m_city.cityManager.enemyArmies[0].startPosName

    cityManager.enemyArmies[0].startPosName

    My Result Error #1069 Supplier supplied enemyArmies 0 -> .startPosName ATTACKING CITY

    print enemyArmies 0 .heroLevel -> m_city.cityManager.enemyArmies[0].heroLevel

    cityManager.enemyArmies[0].heroLevel

    My Result Error #1069 Supplier supplied enemyArmies 0 -> .heroLevel 184

    print enemyArmies 0 .reachTime -> m_city.cityManager.enemyArmies[0].reachTime

    cityManager.enemyArmies[0].reachTime

    My Result Error #1069 Supplier supplied enemyArmies 0 -> .reachTime 1339656323138

    print enemyArmies 0 .hero -> m_city.cityManager.enemyArmies[0].hero

    cityManager.enemyArmies[0].hero

    My Result Error #1069 Supplier supplied enemyArmies 0 -> .hero HeroName

    print enemyArmies 0 .targetFieldId -> m_city.cityManager.enemyArmies[0].targetFieldId

    cityManager.enemyArmies[0].targetFieldId

    My Result Error #1069 Supplier supplied enemyArmies 0 -> .targetFieldId 999444

    print enemyArmies 0 .alliance -> m_city.cityManager.enemyArmies[0].alliance

    cityManager.enemyArmies[0].alliance

    My Result Error #1069 Supplier supplied enemyArmies 0 -> .alliance ATTACKING ALLIANCE

    print enemyArmies 0 troop peasant -> m_city.cityManager.enemyArmies[0].troop.peasants

    cityManager.enemyArmies[0].troop.peasants

    ...checked ok...

    print enemyArmies 0 troop militia -> m_city.cityManager.enemyArmies[0].troop.militia

    cityManager.enemyArmies[0].troop.militia

    ...checked ok...

    print enemyArmies 0 troop scouter -> m_city.cityManager.enemyArmies[0].troop.scouter

    cityManager.enemyArmies[0].troop.scouter

    ...checked ok...

    print enemyArmies 0 troop pikemen -> m_city.cityManager.enemyArmies[0].troop.pikemen

    cityManager.enemyArmies[0].troop.pikemen

    ...checked ok...

    print enemyArmies 0 troop swordsmen -> m_city.cityManager.enemyArmies[0].troop.swordsmen

    cityManager.enemyArmies[0].troop.swordsmen

    ...checked ok...

    print enemyArmies 0 troop archer -> m_city.cityManager.enemyArmies[0].troop.archer

    cityManager.enemyArmies[0].troop.archer

    ...checked ok...

    print enemyArmies 0 troop lightCavalry -> m_city.cityManager.enemyArmies[0].troop.lightCavalry

    cityManager.enemyArmies[0].troop.lightCavalry

    ...checked ok...

    print enemyArmies 0 troop heavyCavalry -> m_city.cityManager.enemyArmies[0].troop.heavyCavalry

    cityManager.enemyArmies[0].troop.heavyCavalry

    ...checked ok...

    print enemyArmies 0 troop carriage -> m_city.cityManager.enemyArmies[0].troop.carriage

    cityManager.enemyArmies[0].troop.carriage

    ...checked ok...

    print enemyArmies 0 troop ballista -> m_city.cityManager.enemyArmies[0].troop.ballista

    cityManager.enemyArmies[0].troop.ballista

    ...checked ok...

    print enemyArmies troop batteringRam -> m_city.cityManager.enemyArmies[0].troop.batteringRam

    cityManager.enemyArmies[0].troop.batteringRam

    ...checked ok...

    print enemyArmies troop catapult -> m_city.cityManager.enemyArmies[0].troop.catapult

    cityManager.enemyArmies[0].troop.catapult

    ...checked ok...

    Resource

    New version of "Resource" available here.

    Print:

    Command:

    Result:

    print resource taxRate: ( m_city.cityManager.resource.texRate )

    cityManager.resource.texRate

    ...checked ok...

    print resource buildPeople: ( m_city.cityManager.resource.buildPeople )

    cityManager.resource.buildPeople

    ...checked ok...

    print resource complaint: ( m_city.cityManager.resource.complaint )

    cityManager.resource.complaint

    ...checked ok...

    print resource curPopulation: ( m_city.cityManager.resource.curPopulation )

    cityManager.resource.curPopulation

    ...checked ok...

    print resource food workPeople: ( m_city.cityManager.resource.food.workPeople )

    cityManager.resource.food.workPeople

    ...checked ok...

    print resource iron workPeople: ( m_city.cityManager.resource.iron.workPeople )

    cityManager.resource.iron.workPeople

    ...checked ok...

    print resource stone workPeople: ( m_city.cityManager.resource.stone.workPeople )

    cityManager.resource.stone.workPeople

    ...checked ok...

    print resource wood workPeople: ( m_city.cityManager.resource.wood.workPeople )

    cityManager.resource.wood.workPeople

    ...checked ok...

    print resource maxPopulation: ( m_city.cityManager.resource.maxPopulation )

    cityManager.resource.maxPopulation

    ...checked ok...

    print resource workPeople: ( m_city.cityManager.resource.workPeople )

    cityManager.resource.workPeople

    ...checked ok...

    print resource loyalty: ( m_city.cityManager.resource.support )

    cityManager.resource.support

    ...checked ok...

    print resource food: ( m_city.cityManager.resource.food )

    cityManager.resource.food

    ...checked ok...

    print resource food amount: ( m_city.cityManager.resource.food.amount )

    cityManager.resource.food.amount

    ...checked ok...

    print resource food increaseRate: ( m_city.cityManager.resource.food.increaseRate )

    cityManager.resource.food.increaseRate

    ...checked ok...

    print resource food max: ( m_city.cityManager.resource.food.max )

    cityManager.resource.food.max

    ...checked ok...

    print resource food storeRercent: ( m_city.cityManager.resource.food.storeRercent )

    cityManager.resource.food.storeRercent

    ...checked ok...

    print resource troopCostFood: ( m_city.cityManager.resource.troopCostFood )

    cityManager.resource.troopCostFood

    ...checked ok...

    print resource gold: ( m_city.cityManager.resource.gold )

    cityManager.resource.gold

    ...checked ok...

    print resource taxIncome: ( m_city.cityManager.resource.taxIncome )

    cityManager.resource.taxIncome

    ...checked ok...

    print resource iron: ( m_city.cityManager.resource.iron )

    cityManager.resource.iron

    ...checked ok...

    print resource iron amount: ( m_city.cityManager.resource.iron.amount )

    cityManager.resource.iron.amount

    ...checked ok...

    print resource iron increaseRate: ( m_city.cityManager.resource.iron.increaseRate )

    cityManager.resource.iron.increaseRate

    ...checked ok...

    print resource iron max: ( m_city.cityManager.resource.iron.max )

    cityManager.resource.iron.max

    ...checked ok...

    print resource iron storeRercent: ( m_city.cityManager.resource.iron.storeRercent )

    cityManager.resource.iron.storeRercent

    ...checked ok...

    print resource stone: ( m_city.cityManager.resource.stone )

    cityManager.resource.stone

    ...checked ok...

    print resource stone amount: ( m_city.cityManager.resource.stone.amount )

    cityManager.resource.stone.amount

    ...checked ok...

    print resource stone increaseRate: ( m_city.cityManager.resource.stone.increaseRate )

    cityManager.resource.stone.increaseRate

    ...checked ok...

    print resource stone max: ( m_city.cityManager.resource.stone.max )

    cityManager.resource.stone.max

    ...checked ok...

    print resource stone storeRercent: ( m_city.cityManager.resource.stone.storeRercent )

    cityManager.resource.stone.storeRercent

    ...checked ok...

    print resource wood: ( m_city.cityManager.resource.wood )

    cityManager.resource.wood

    ...checked ok...

    print resource wood amount: ( m_city.cityManager.resource.wood.amount )

    cityManager.resource.wood.amount

    ...checked ok...

    print resource wood increaseRate: ( m_city.cityManager.resource.wood.increaseRate )

    cityManager.resource.wood.increaseRate

    ...checked ok...

    print resource wood max: ( m_city.cityManager.resource.wood.max )

    cityManager.resource.wood.max

    ...checked ok...

    print resource wood storeRercent: ( m_city.cityManager.resource.wood.storeRercent )

    cityManager.resource.wood.storeRercent

    ...checked ok...

    print castle resource support ( m_city.cityManager.castle.resource.support )

    cityManager.castle.resource.support

    ...checked ok...

    print castle resource troopCostFood ( m_city.cityManager.castle.resource.troopCostFood )

    cityManager.castle.resource.troopCostFood

    ...checked ok...

    print castle resource workPeople ( m_city.cityManager.castle.resource.workPeople )

    cityManager.castle.resource.workPeople

    ...checked ok...

    print castle resource herosSalary ( m_city.cityManager.castle.resource.herosSalary )

    cityManager.castle.resource.herosSalary

    ...checked ok...

    print castle resource maxPopulation ( m_city.cityManager.castle.resource.maxPopulation )

    cityManager.castle.resource.maxPopulation

    ...checked ok...

    print castle resource populationDirection ( m_city.cityManager.castle.resource.populationDirection )

    cityManager.castle.resource.populationDirection

    ...checked ok...

    print castle resource gold ( m_city.cityManager.castle.resource.gold )

    cityManager.castle.resource.gold

    ...checked ok...

    print castle resource curPopulation ( m_city.cityManager.castle.resource.curPopulation )

    cityManager.castle.resource.curPopulation

    ...checked ok...

    print castle resource complaint ( m_city.cityManager.castle.resource.complaint )

    cityManager.castle.resource.complaint

    ...checked ok...

    print castle resource taxIncome ( m_city.cityManager.castle.resource.taxIncome )

    cityManager.castle.resource.taxIncome

    ...checked ok...

    print gold ( m_city.cityManager.estResource.gold )

    cityManager.estResource.gold

    ...checked ok...

    print food ( m_city.cityManager.estResource.food )

    cityManager.estResource.food

    ...checked ok...

    print wood ( m_city.cityManager.estResource.wood )

    cityManager.estResource.wood

    ...checked ok...

    print stone ( m_city.cityManager.estResource.stone )

    cityManager.estResource.stone

    ...checked ok...

    print iron ( m_city.cityManager.estResource.iron )

    cityManager.estResource.iron

    ...checked ok...

    print ( m_city.cityManager.ResourceProduction.food )

    cityManager.ResourceProduction.food

    ...checked ok...

    print ( m_city.cityManager.ResourceProduction.wood )

    cityManager.ResourceProduction.wood

    ...checked ok...

    print ( m_city.cityManager.ResourceProduction.stone )

    cityManager.ResourceProduction.stone

    ...checked ok...

    print ( m_city.cityManager.ResourceProduction.iron )

    cityManager.ResourceProduction.iron

    ...checked ok...

    Fields

    New version of "Fields" available here.

    Print:

    Command:

    Result:

    print fieldId ( m_city.cityManager.fieldId )

    cityManager.fieldId

    ...checked ok...

    print fields[0] id: ( m_city.cityManager.fields[0].id )

    cityManager.fields[0].id

    ...checked ok...

    print fields[0] level: ( m_city.cityManager.fields[0].level )

    cityManager.fields[0].level

    ...checked ok...

    print fields[0] name: ( m_city.cityManager.fields[0].name )

    cityManager.fields[0].name

    ...checked ok...

    print fields[0] type: ( m_city.cityManager.fields[0].type )

    cityManager.fields[0].type

    ...checked ok...

    print fields[1] id: ( m_city.cityManager.fields[1].id )

    cityManager.fields[1].id

    ...checked ok...

    print fields[1] level: ( m_city.cityManager.fields[1].level )

    cityManager.fields[1].level

    ...checked ok...

    print fields[1] name: ( m_city.cityManager.fields[1].name )

    cityManager.fields[1].name

    ...checked ok...

    print fields[1] type: ( m_city.cityManager.fields[1].type )

    cityManager.fields[1].type

    ...checked ok...

    print –fields length -> m_city.cityManager.fields.length

    cityManager.fields.length

    ...checked ok...

    print –fields 9 type -> m_city.cityManager.fields[9].type

    cityManager.fields[9].type

    ...checked ok...

    Hero

    New version of "Hero" available here.

    Print:

    Command:

    Result:

    print AnyIdleHero(any): ( m_city.AnyIdleHero(any) )

    AnyIdleHero(any)

    ...checked ok...

    print m_city.cityManager.TrainingHeroIsHere

    cityManager.TrainingHeroIsHere

    ...checked ok...

    print AnyIdleHero(Queen): ( m_city.AnyIdleHero(Queen) )

    AnyIdleHero(Queen)

    ...checked ok...

    print IsHeroInCastle(Queen): ( m_city.IsHeroInCastle(Queen) )

    IsHeroInCastle(Queen)

    ...checked ok...

    print heros[0] logoUrl: ( m_city.cityManager.heroes[0].logoUrl )

    cityManager.heroes[0].logoUrl

    ...checked ok...

    print heros[0] id: ( m_city.cityManager.heroes[0].id )

    cityManager.heroes[0].id

    ...checked ok...

    print heros[0] name: ( m_city.cityManager.heroes[0].name )

    cityManager.heroes[0].name

    ...checked ok...

    print heros[0] level: ( m_city.cityManager.heroes[0].level )

    cityManager.heroes[0].level

    ...checked ok...

    print heros[0] experience: ( m_city.cityManager.heroes[0].experience )

    cityManager.heroes[0].experience

    ...checked ok...

    print heros[0] loyalty: ( m_city.cityManager.heroes[0].loyalty )

    cityManager.heroes[0].loyalty

    ...checked ok...

    print heros[0] power: ( m_city.cityManager.heroes[0].power )

    cityManager.heroes[0].power

    ...checked ok...

    print heros[0] stratagem: ( m_city.cityManager.heroes[0].stratagem )

    cityManager.heroes[0].stratagem

    ...checked ok...

    print heros[0] management: ( m_city.cityManager.heroes[0].management )

    cityManager.heroes[0].management

    ...checked ok...

    print heros[0] itemId: ( m_city.cityManager.heroes[0].itemId )

    cityManager.heroes[0].itemId

    ...checked ok...

    print heros[0] itemAmount: ( m_city.cityManager.heroes[0].itemAmount )

    cityManager.heroes[0].itemAmount

    ...checked ok...

    print heros[0] managementAdded: ( m_city.cityManager.heroes[0].managementAdded )

    cityManager.heroes[0].managementAdded

    ...checked ok...

    print heros[0] managementBuffAdded: ( m_city.cityManager.heroes[0].managementBuffAdded )

    cityManager.heroes[0].managementBuffAdded

    ...checked ok...

    print heros[0] powerAdded: ( m_city.cityManager.heroes[0].powerAdded )

    cityManager.heroes[0].powerAdded

    ...checked ok...

    print heros[0] powerBuffAdded: ( m_city.cityManager.heroes[0].powerBuffAdded )

    cityManager.heroes[0].powerBuffAdded

    ...checked ok...

    print heros[0] stratagemAdded: ( m_city.cityManager.heroes[0].stratagemAdded )

    cityManager.heroes[0].stratagemAdded

    ...checked ok...

    print heros[0] stratagemBuffAdded: ( m_city.cityManager.heroes[0].stratagemBuffAdded )

    cityManager.heroes[0].stratagemBuffAdded

    ...checked ok...

    print heros[0] upgradeExp: ( m_city.cityManager.heroes[0].upgradeExp )

    cityManager.heroes[0].upgradeExp

    ...checked ok...

    print heros[0] remainPoint: ( m_city.cityManager.heroes[0].remainPoint )

    cityManager.heroes[0].remainPoint

    ...checked ok...

    print heros[1] logoUrl: ( m_city.cityManager.heroes[1].logoUrl )

    cityManager.heroes[1].logoUrl

    ...checked ok...

    print heros[1] id: ( m_city.cityManager.heroes[1].id )

    cityManager.heroes[1].id

    ...checked ok...

    print heros[1] name: ( m_city.cityManager.heroes[1].name )

    cityManager.heroes[1].name

    ...checked ok...

    print heros[1] level: ( m_city.cityManager.heroes[1].level )

    cityManager.heroes[1].level

    ...checked ok...

    print heros[1] experience: ( m_city.cityManager.heroes[1].experience )

    cityManager.heroes[1].experience

    ...checked ok...

    print heros[1] loyalty: ( m_city.cityManager.heroes[1].loyalty )

    cityManager.heroes[1].loyalty

    ...checked ok...

    print heros[1] power: ( m_city.cityManager.heroes[1].power )

    cityManager.heroes[1].power

    ...checked ok...

    print heros[1] stratagem: ( m_city.cityManager.heroes[1].stratagem )

    cityManager.heroes[1].stratagem

    ...checked ok...

    print heros[1] management: ( m_city.cityManager.heroes[1].management )

    cityManager.heroes[1].management

    ...checked ok...

    print heros[1] itemId: ( m_city.cityManager.heroes[1].itemId )

    cityManager.heroes[1].itemId

    ...checked ok...

    print heros[1] itemAmount: ( m_city.cityManager.heroes[1].itemAmount )

    cityManager.heroes[1].itemAmount

    ...checked ok...

    print heros[1] managementAdded: ( m_city.cityManager.heroes[1].managementAdded )

    cityManager.heroes[1].managementAdded

    ...checked ok...

    print heros[1] managementBuffAdded: ( m_city.cityManager.heroes[1].managementBuffAdded )

    cityManager.heroes[1].managementBuffAdded

    ...checked ok...

    print heros[1] powerAdded: ( m_city.cityManager.heroes[1].powerAdded )

    cityManager.heroes[1].powerAdded

    ...checked ok...

    print heros[1] powerBuffAdded: ( m_city.cityManager.heroes[1].powerBuffAdded )

    cityManager.heroes[1].powerBuffAdded

    ...checked ok...

    print heros[1] stratagemAdded: ( m_city.cityManager.heroes[1].stratagemAdded )

    cityManager.heroes[1].stratagemAdded

    ...checked ok...

    print heros[1] stratagemBuffAdded: ( m_city.cityManager.heroes[1].stratagemBuffAdded )

    cityManager.heroes[1].stratagemBuffAdded

    ...checked ok...

    print heros[1] upgradeExp: ( m_city.cityManager.heroes[1].upgradeExp )

    cityManager.heroes[1].upgradeExp

    ...checked ok...

    print heros[1] remainPoint: ( m_city.cityManager.heroes[1].remainPoint )

    cityManager.heroes[1].remainPoint

    ...checked ok...

    print –heroes length -> m_city.cityManager.heroes.length

    cityManager.heroes.length

    ...checked ok...

    print –heroes status -> m_city.cityManager.heroes[0].status

    cityManager.heroes[0].status

    ...checked ok...

    print m_city.cityManager.TrainingHeroIsHere

    cityManager.TrainingHeroIsHere

    ...checked ok...

    print length ( m_city.cityManager.innHeroes.length )

    cityManager.innHeroes.length

    Do not understand results

    print status ( m_city.cityManager.innHeroes[0].status )

    cityManager.innHeroes[0].status

    Do not understand results

    print name ( m_city.cityManager.innHeroes[0].name )

    cityManager.innHeroes[0].name

    Do not understand results

    print management ( m_city.cityManager.innHeroes[0].management )

    cityManager.innHeroes[0].management

    Do not understand results

    print stratagemBuffAdded ( m_city.cityManager.innHeroes[0].stratagemBuffAdded )

    cityManager.innHeroes[0].stratagemBuffAdded

    Do not understand results

    print managementBuffAdded ( m_city.cityManager.innHeroes[0].managementBuffAdded )

    cityManager.innHeroes[0].managementBuffAdded

    Do not understand results

    print powerBuffAdded ( m_city.cityManager.innHeroes[0].powerBuffAdded )

    cityManager.innHeroes[0].powerBuffAdded

    Do not understand results

    print power ( m_city.cityManager.innHeroes[0].power )

    cityManager.innHeroes[0].power

    Do not understand results

    print level ( m_city.cityManager.innHeroes[0].level )

    cityManager.innHeroes[0].level

    Do not understand results

    print managementAdded ( m_city.cityManager.innHeroes[0].managementAdded )

    cityManager.innHeroes[0].managementAdded

    Do not understand results

    print id ( m_city.cityManager.innHeroes[0].id )

    cityManager.innHeroes[0].id

    Do not understand results

    print buffsArray ( m_city.cityManager.innHeroes[0].buffsArray )

    cityManager.innHeroes[0].buffsArray

    Do not understand results

    print upgradeExp ( m_city.cityManager.innHeroes[0].upgradeExp )

    cityManager.innHeroes[0].upgradeExp

    Do not understand results

    print powerAdded ( m_city.cityManager.innHeroes[0].powerAdded )

    cityManager.innHeroes[0].powerAdded

    Do not understand results

    print remainPoint ( m_city.cityManager.innHeroes[0].remainPoint )

    cityManager.innHeroes[0].remainPoint

    Do not understand results

    print logoUrl ( m_city.cityManager.innHeroes[0].logoUrl )

    cityManager.innHeroes[0].logoUrl

    Do not understand results

    print stratagemAdded ( m_city.cityManager.innHeroes[0].stratagemAdded )

    cityManager.innHeroes[0].stratagemAdded

    Do not understand results

    print itemId ( m_city.cityManager.innHeroes[0].itemId )

    cityManager.innHeroes[0].itemId

    Do not understand results

    print itemAmount ( m_city.cityManager.innHeroes[0].itemAmount )

    cityManager.innHeroes[0].itemAmount

    Do not understand results

    print stratagem ( m_city.cityManager.innHeroes[0].stratagem )

    cityManager.innHeroes[0].stratagem

    Do not understand results

    print loyalty ( m_city.cityManager.innHeroes[0].loyalty )

    cityManager.innHeroes[0].loyalty

    Do not understand results

    Troop

    New version of 'Troop' available here.

    Print:

    Command:

    Result:

    print troop archer: ( m_city.cityManager.troop.archer )

    cityManager.troop.archer

    ...checked ok...

    print troop ballista: ( m_city.cityManager.troop.ballista )

    cityManager.troop.ballista

    ...checked ok...

    print troop batteringRam: ( m_city.cityManager.troop.batteringRam )

    cityManager.troop.batteringRam

    ...checked ok...

    print troop carriage: ( m_city.cityManager.troop.carriage )

    cityManager.troop.carriage

    ...checked ok...

    print troop catapult: ( m_city.cityManager.troop.catapult )

    cityManager.troop.catapult

    ...checked ok...

    print troop heavyCavalry: ( m_city.cityManager.troop.heavyCavalry )

    cityManager.troop.heavyCavalry

    ...checked ok...

    print troop lightCavalry: ( m_city.cityManager.troop.lightCavalry )

    cityManager.troop.lightCavalry

    ...checked ok...

    print troop militia: ( m_city.cityManager.troop.militia )

    cityManager.troop.militia

    ...checked ok...

    print troop peasants: ( m_city.cityManager.troop.peasants )

    cityManager.troop.peasants

    ...checked ok...

    print troop pikemen: ( m_city.cityManager.troop.pikemen )

    cityManager.troop.pikemen

    ...checked ok...

    print troop scouter: ( m_city.cityManager.troop.scouter )

    cityManager.troop.scouter

    ...checked ok...

    print troop swordsmen: ( m_city.cityManager.troop.swordsmen )

    cityManager.troop.swordsmen

    ...checked ok...

    print archer ( m_city.cityManager.troopStillInProduction().archer )

    cityManager.troopStillInProduction().archer

    ...checked ok...

    print ballista ( m_city.cityManager.troopStillInProduction().ballista )

    cityManager.troopStillInProduction().ballista

    ...checked ok...

    print batteringRam ( m_city.cityManager.troopStillInProduction().batteringRam )

    cityManager.troopStillInProduction().batteringRam

    ...checked ok...

    print carriage ( m_city.cityManager.troopStillInProduction().carriage )

    cityManager.troopStillInProduction().carriage

    ...checked ok...

    print catapult ( m_city.cityManager.troopStillInProduction().catapult )

    cityManager.troopStillInProduction().catapult

    ...checked ok...

    print heavyCavalry ( m_city.cityManager.troopStillInProduction().heavyCavalry )

    cityManager.troopStillInProduction().heavyCavalry

    ...checked ok...

    print lightCavalry ( m_city.cityManager.troopStillInProduction().lightCavalry )

    cityManager.troopStillInProduction().lightCavalry

    ...checked ok...

    print militia ( m_city.cityManager.troopStillInProduction().militia )

    cityManager.troopStillInProduction().militia

    ...checked ok...

    print peasants ( m_city.cityManager.troopStillInProduction().peasants )

    cityManager.troopStillInProduction().peasants

    ...checked ok...

    print pikemen ( m_city.cityManager.troopStillInProduction().pikemen )

    cityManager.troopStillInProduction().pikemen

    ...checked ok...

    print scouter ( m_city.cityManager.troopStillInProduction().scouter )

    cityManager.troopStillInProduction().scouter

    ...checked ok...

    Forts

    New version of "Forts" available here.

    Print:

    Command:

    Result:

    print fortification abatis: ( m_city.cityManager.fortification.abatis )

    cityManager.fortification.abatis

    ...checked ok...

    print fortification arrowTower: ( m_city.cityManager.fortification.arrowTower )

    cityManager.fortification.arrowTower

    ...checked ok...

    print fortification rockfall: ( m_city.cityManager.fortification.rockfall )

    cityManager.fortification.rockfall

    ...checked ok...

    print fortification rollingLogs: ( m_city.cityManager.fortification.rollingLogs )

    cityManager.fortification.rollingLogs

    ...checked ok...

    print fortification trap: ( m_city.cityManager.fortification.trap )

    cityManager.fortification.trap

    ...checked ok...

    print trap ( m_city.cityManager.fortificationsRequirement.trap )

    cityManager.fortificationsRequirement.trap

    ...checked ok...

    print arrowTower ( m_city.cityManager.fortificationsRequirement.arrowTower )

    cityManager.fortificationsRequirement.arrowTower

    ...checked ok...

    print rockfall ( m_city.cityManager.fortificationsRequirement.rockfall )

    cityManager.fortificationsRequirement.rockfall

    ...checked ok...

    print rollingLogs ( m_city.cityManager.fortificationsRequirement.rollingLogs )

    cityManager.fortificationsRequirement.rollingLogs

    ...checked ok...

    print abatis ( m_city.cityManager.fortificationsRequirement.abatis )

    cityManager.fortificationsRequirement.abatis

    ...checked ok...

    Buildings

    New version of "Buildings" available here.

    Print:

    Command:

    Result:

    print buildings[0]: ( m_city.cityManager.buildings[0] )

    cityManager.buildings[0]

    ...checked ok...

    print buildings[0] endTime: ( m_city.cityManager.buildings[0].endTime )

    cityManager.buildings[0].endTime

    ...checked ok...

    print buildings[0] level: ( m_city.cityManager.buildings[0].level )

    cityManager.buildings[0].level

    ...checked ok...

    print buildings[0] name: ( m_city.cityManager.buildings[0].name )

    cityManager.buildings[0].name

    ...checked ok...

    print buildings[0] positionId: ( m_city.cityManager.buildings[0].positionId )

    cityManager.buildings[0].positionId

    ...checked ok...

    print buildings[0] startTime: ( m_city.cityManager.buildings[0].startTime )

    cityManager.buildings[0].startTime

    ...checked ok...

    print buildings[0] status: ( m_city.cityManager.buildings[0].status )

    cityManager.buildings[0].status

    ...checked ok...

    print buildings[0] typeId: ( m_city.cityManager.buildings[0].typeId )

    cityManager.buildings[0].typeId

    ...checked ok...

    print buildings[1]: ( m_city.cityManager.buildings[1] )

    cityManager.buildings[1]

    ...checked ok...

    print buildings[1] endTime: ( m_city.cityManager.buildings[1].endTime )

    cityManager.buildings[1].endTime

    ...checked ok...

    print buildings[1] level: ( m_city.cityManager.buildings[1].level )

    cityManager.buildings[1].level

    ...checked ok...

    print buildings[1] name: ( m_city.cityManager.buildings[1].name )

    cityManager.buildings[1].name

    ...checked ok...

    print buildings[1] positionId: ( m_city.cityManager.buildings[1].positionId )

    cityManager.buildings[1].positionId

    ...checked ok...

    print buildings[1] startTime: ( m_city.cityManager.buildings[1].startTime )

    cityManager.buildings[1].startTime

    ...checked ok...

    print buildings[1] status: ( m_city.cityManager.buildings[1].status )

    cityManager.buildings[1].status

    ...checked ok...

    print buildings[1] typeId: ( m_city.cityManager.buildings[1].typeId )

    cityManager.buildings[1].typeId

    ...checked ok...

    print –Buildings 73 level -> m_city.cityManager.buildings[73].level

    cityManager.buildings[73].level

    ...checked ok...

    print buildings length ( m_city.cityManager.buildings.length )

    cityManager.buildings.length

    ...checked ok...

    Market

    New version of "Market" available here.

    Print:

    Command:

    Result:

    print –buyPrice -> m_city.cityManager.buyPrice()

    cityManager.buyPrice()

    ...checked ok...

    print –buyPrice -> m_city.cityManager.buyPrice(1)

    cityManager.buyPrice(1)

    ...checked ok...

    print –buyPrice 2 -> m_city.cityManager.buyPrice(2)

    cityManager.buyPrice(2)

    ...checked ok...

    print –buyPrice 3 -> m_city.cityManager.buyPrice(3)

    cityManager.buyPrice(3)

    ...checked ok...

    print –sellPrice food -> m_city.cityManager.sellPrice(food)

    cityManager.sellPrice(food)

    ...checked ok...

    print –tradesArray length -> m_city.cityManager.tradesArray.length

    cityManager.tradesArray.length

    ...checked ok...

    print –tradesArray 0 amount -> m_city.cityManager.tradesArray[0].amount

    cityManager.tradesArray[0].amount

    ...checked ok...

    print –tradesArray 1 amount -> m_city.cityManager.tradesArray[1].amount

    cityManager.tradesArray[1].amount

    ...checked ok...

    print –tradesArray 2 amount -> m_city.cityManager.tradesArray[2].amount

    cityManager.tradesArray[2].amount

    ...checked ok...

    print –tradesArray 6 amount -> m_city.cityManager.tradesArray[6].amount

    cityManager.tradesArray[6].amount

    ...checked ok...

    print m_city.cityManager.tradesArray[0].resType

    cityManager.tradesArray[0].resType

    ...checked ok...

    print m_city.cityManager.tradesArray[0].tradeType

    cityManager.tradesArray[0].tradeType

    ...checked ok...

    print tradesArray 0 resourceName ( m_city.cityManager.tradesArray[0].resourceName )

    cityManager.tradesArray[0].resourceName

    ...checked ok...

    print tradesArray 0 price ( m_city.cityManager.tradesArray[0].price )

    cityManager.tradesArray[0].price

    ...checked ok...

    print tradesArray 0 id ( m_city.cityManager.tradesArray[0].id )

    cityManager.tradesArray[0].id

    ...checked ok...

    print tradesArray 0 tradeTypeName ( m_city.cityManager.tradesArray[0].tradeTypeName )

    cityManager.tradesArray[0].tradeTypeName

    ...checked ok...

    print tradesArray 0 dealedAmount ( m_city.cityManager.tradesArray[0].dealedAmount )

    cityManager.tradesArray[0].dealedAmount

    ...checked ok...

    print tradesArray 0 dealedTotal ( m_city.cityManager.tradesArray[0].dealedTotal )

    cityManager.tradesArray[0].dealedTotal

    ...checked ok...

    print transingTradesArray length ( m_city.cityManager.transingTradesArray.length )

    cityManager.transingTradesArray.length

    ...checked ok...

    print transingTradesArray 0 amount ( m_city.cityManager.transingTradesArray[0].amount )

    cityManager.transingTradesArray[0].amount

    ...checked ok...

    print transingTradesArray 0 endTime ( m_city.cityManager.transingTradesArray[0].endTime )

    cityManager.transingTradesArray[0].endTime

    ...checked ok...

    print transingTradesArray 0 resourceName ( m_city.cityManager.transingTradesArray[0].resourceName )

    cityManager.transingTradesArray[0].resourceName

    ...checked ok...

    print transingTradesArray 0 price ( m_city.cityManager.transingTradesArray[0].price )

    cityManager.transingTradesArray[0].price

    ...checked ok...

    print transingTradesArray 0 total ( m_city.cityManager.transingTradesArray[0].total )

    cityManager.transingTradesArray[0].total

    ...checked ok...

    print transingTradesArray 0 id ( m_city.cityManager.transingTradesArray[0].id )

    cityManager.transingTradesArray[0].id

    ...checked ok...

    print transingTradesArray 0 resType ( m_city.cityManager.transingTradesArray[0].resType )

    cityManager.transingTradesArray[0].resType

    ...checked ok...

    print sellPrice 0 ( m_context.sellPrice(0) )

    m_context.sellPrice(0)

    ...checked ok...

    print buyPrice 0 ( m_context.buyPrice(0) )

    m_context.buyPrice(0)

    ...checked ok...

    print sellPrice 1 ( m_context.sellPrice(1) )

    m_context.sellPrice(1)

    ...checked ok...

    print buyPrice 1 ( m_context.buyPrice(1) )

    m_context.buyPrice(1)

    ...checked ok...

    print sellPrice 2 ( m_context.sellPrice(2) )

    m_context.sellPrice(2)

    ...checked ok...

    print buyPrice 2 ( m_context.buyPrice(2) )

    m_context.buyPrice(2)

    ...checked ok...

    print sellPrice 3 ( m_context.sellPrice(3) )

    m_context.sellPrice(3)

    ...checked ok...

    print buyPrice 3 ( m_context.buyPrice(3) )

    m_context.buyPrice(3)

    ...checked ok...

    Armies

    New version of "Armies" available here.

    Print:

    Command:

    Result:

    print –selfArmies length -> m_city.cityManager.selfArmies.length

    cityManager.selfArmies.length

    ...checked ok...

    print –selfArmies 0 missionType ( m_city.cityManager.selfArmies[0].missionType )

    cityManager.selfArmies[0].missionType

    ...checked ok...

    print –selfArmies 0 king ( m_city.cityManager.selfArmies[0].king )

    cityManager.selfArmies[0].king

    ...checked ok...

    print –selfArmies 0 startFieldId ( m_city.cityManager.selfArmies[0].startFieldId )

    cityManager.selfArmies[0].startFieldId

    ...checked ok...

    print –selfArmies 0 targetPosName ( m_city.cityManager.selfArmies[0].targetPosName )

    cityManager.selfArmies[0].targetPosName

    ...checked ok...

    print –selfArmies 0 direction ( m_city.cityManager.selfArmies[0].direction )

    cityManager.selfArmies[0].direction

    ...checked ok...

    print –selfArmies 0 restTime ( m_city.cityManager.selfArmies[0].restTime )

    cityManager.selfArmies[0].restTime

    ...checked ok...

    print –selfArmies 0 startTime ( m_city.cityManager.selfArmies[0].startTime )

    cityManager.selfArmies[0].startTime

    ...checked ok...

    print –selfArmies 0 startPosName ( m_city.cityManager.selfArmies[0].startPosName )

    cityManager.selfArmies[0].startPosName

    ...checked ok...

    print –selfArmies 0 heroLevel ( m_city.cityManager.selfArmies[0].heroLevel )

    cityManager.selfArmies[0].heroLevel

    ...checked ok...

    print –selfArmies 0 reachTime ( m_city.cityManager.selfArmies[0].reachTime )

    cityManager.selfArmies[0].reachTime

    ...checked ok...

    print –selfArmies 0 hero ( m_city.cityManager.selfArmies[0].hero )

    cityManager.selfArmies[0].hero

    ...checked ok...

    print –selfArmies 0 targetFieldId ( m_city.cityManager.selfArmies[0].targetFieldId )

    cityManager.selfArmies[0].targetFieldId

    ...checked ok...

    print –selfArmies 0 alliance ( m_city.cityManager.selfArmies[0].alliance )

    cityManager.selfArmies[0].alliance

    ...checked ok...

    print –selfArmies 0 troop peasant -> m_city.cityManager.selfArmies[0].troop.peasants

    cityManager.selfArmies[0].troop.peasants

    ...checked ok...

    print –selfArmies 0 troop militia -> m_city.cityManager.selfArmies[0].troop.militia

    cityManager.selfArmies[0].troop.militia

    ...checked ok...

    print –selfArmies 0 troop scouter -> m_city.cityManager.selfArmies[0].troop.scouter

    cityManager.selfArmies[0].troop.scouter

    ...checked ok...

    print –selfArmies 0 troop pikemen -> m_city.cityManager.selfArmies[0].troop.pikemen

    cityManager.selfArmies[0].troop.pikemen

    ...checked ok...

    print –selfArmies 0 troop swordsmen -> m_city.cityManager.selfArmies[0].troop.swordsmen

    cityManager.selfArmies[0].troop.swordsmen

    ...checked ok...

    print –selfArmies 0 troop archer -> m_city.cityManager.selfArmies[0].troop.archer

    cityManager.selfArmies[0].troop.archer

    ...checked ok...

    print –selfArmies 0 troop lightCavalry -> m_city.cityManager.selfArmies[0].troop.lightCavalry

    cityManager.selfArmies[0].troop.lightCavalry

    ...checked ok...

    print –selfArmies 0 troop heavyCavalry -> m_city.cityManager.selfArmies[0].troop.heavyCavalry

    cityManager.selfArmies[0].troop.heavyCavalry

    ...checked ok...

    print –selfArmies 0 troop carriage -> m_city.cityManager.selfArmies[0].troop.carriage

    cityManager.selfArmies[0].troop.carriage

    ...checked ok...

    print –selfArmies 0 troop ballista -> m_city.cityManager.selfArmies[0].troop.ballista

    cityManager.selfArmies[0].troop.ballista

    ...checked ok...

    print –selfArmies troop batteringRam -> m_city.cityManager.selfArmies[0].troop.batteringRam

    cityManager.selfArmies[0].troop.batteringRam

    ...checked ok...

    print –selfArmies troop catapult -> m_city.cityManager.selfArmies[0].troop.catapult

    cityManager.selfArmies[0].troop.catapult

    ...checked ok...

    print gold ( m_city.cityManager.selfArmies[0].resource.gold )

    cityManager.selfArmies[0].resource.gold

    ...checked ok...

    print food ( m_city.cityManager.selfArmies[0].resource.food )

    cityManager.selfArmies[0].resource.food

    ...checked ok...

    print wood ( m_city.cityManager.selfArmies[0].resource.wood )

    cityManager.selfArmies[0].resource.wood

    ...checked ok...

    print iron ( m_city.cityManager.selfArmies[0].resource.iron )

    cityManager.selfArmies[0].resource.iron

    ...checked ok...

    print 0 -> -> -> -> -> stone ( m_city.cityManager.selfArmies[0].resource.stone )

    cityManager.selfArmies[0].resource.stone

    ...checked ok...

    print castle goOutForBattle ( m_city.cityManager.castle.goOutForBattle )

    cityManager.castle.goOutForBattle

    ...checked ok...

    print missionType ( m_city.cityManager.friendlyArmies[0].missionType )

    cityManager.friendlyArmies[0].missionType

    ...checked ok...

    print king ( m_city.cityManager.friendlyArmies[0].king )

    cityManager.friendlyArmies[0].king

    ...checked ok...

    print startFieldId ( m_city.cityManager.friendlyArmies[0].startFieldId )

    cityManager.friendlyArmies[0].startFieldId

    ...checked ok...

    print targetPosName ( m_city.cityManager.friendlyArmies[0].targetPosName )

    cityManager.friendlyArmies[0].targetPosName

    ...checked ok...

    print direction ( m_city.cityManager.friendlyArmies[0].direction )

    cityManager.friendlyArmies[0].direction

    ...checked ok...

    print restTime ( m_city.cityManager.friendlyArmies[0].restTime )

    cityManager.friendlyArmies[0].restTime

    ...checked ok...

    print startTime ( m_city.cityManager.friendlyArmies[0].startTime )

    cityManager.friendlyArmies[0].startTime

    ...checked ok...

    print startPosName ( m_city.cityManager.friendlyArmies[0].startPosName )

    cityManager.friendlyArmies[0].startPosName

    ...checked ok...

    print heroLevel ( m_city.cityManager.friendlyArmies[0].heroLevel )

    cityManager.friendlyArmies[0].heroLevel

    ...checked ok...

    print reachTime ( m_city.cityManager.friendlyArmies[0].reachTime )

    cityManager.friendlyArmies[0].reachTime

    ...checked ok...

    print hero ( m_city.cityManager.friendlyArmies[0].hero )

    cityManager.friendlyArmies[0].hero

    ...checked ok...

    print targetFieldId ( m_city.cityManager.friendlyArmies[0].targetFieldId )

    cityManager.friendlyArmies[0].targetFieldId

    ...checked ok...

    print alliance ( m_city.cityManager.friendlyArmies[0].alliance )

    cityManager.friendlyArmies[0].alliance

    ...checked ok...

    print trooppeasants ( m_city.cityManager.friendlyArmies[0].troop.peasants )

    cityManager.friendlyArmies[0].troop.peasants

    ...checked ok...

    print troopmilitia ( m_city.cityManager.friendlyArmies[0].troop.militia )

    cityManager.friendlyArmies[0].troop.militia

    ...checked ok...

    print troopscouter ( m_city.cityManager.friendlyArmies[0].troop.scouter )

    cityManager.friendlyArmies[0].troop.scouter

    ...checked ok...

    print trooppikemen ( m_city.cityManager.friendlyArmies[0].troop.pikemen )

    cityManager.friendlyArmies[0].troop.pikemen

    ...checked ok...

    print troopswordsmen ( m_city.cityManager.friendlyArmies[0].troop.swordsmen )

    cityManager.friendlyArmies[0].troop.swordsmen

    ...checked ok...

    print trooparcher ( m_city.cityManager.friendlyArmies[0].troop.archer )

    cityManager.friendlyArmies[0].troop.archer

    ...checked ok...

    print trooplightCavalry ( m_city.cityManager.friendlyArmies[0].troop.lightCavalry )

    cityManager.friendlyArmies[0].troop.lightCavalry

    ...checked ok...

    print troopheavyCavalry ( m_city.cityManager.friendlyArmies[0].troop.heavyCavalry )

    cityManager.friendlyArmies[0].troop.heavyCavalry

    ...checked ok...

    print troopcarriage ( m_city.cityManager.friendlyArmies[0].troop.carriage )

    cityManager.friendlyArmies[0].troop.carriage

    ...checked ok...

    print troopballista ( m_city.cityManager.friendlyArmies[0].troop.ballista )

    cityManager.friendlyArmies[0].troop.ballista

    ...checked ok...

    print troopbatteringRam ( m_city.cityManager.friendlyArmies[0].troop.batteringRam )

    cityManager.friendlyArmies[0].troop.batteringRam

    ...checked ok...

    print troopcatapult ( m_city.cityManager.friendlyArmies[0].troop.catapult )

    cityManager.friendlyArmies[0].troop.catapult

    ...checked ok...

    print resourcegold ( m_city.cityManager.friendlyArmies[0].resource.gold )

    cityManager.friendlyArmies[0].resource.gold

    ...checked ok...

    print resourcefood ( m_city.cityManager.friendlyArmies[0].resource.food )

    cityManager.friendlyArmies[0].resource.food

    ...checked ok...

    print resourcewood ( m_city.cityManager.friendlyArmies[0].resource.wood )

    cityManager.friendlyArmies[0].resource.wood

    ...checked ok...

    print resourceiron ( m_city.cityManager.friendlyArmies[0].resource.iron )

    cityManager.friendlyArmies[0].resource.iron

    ...checked ok...

    print resourcestone ( m_city.cityManager.friendlyArmies[0].resource.stone )

    cityManager.friendlyArmies[0].resource.stone

    ...checked ok...

    print estResource food: ( m_city.cityManager.estResource.food )

    cityManager.estResource.food

    ...checked ok...

    print estResource gold: ( m_city.cityManager.estResource.gold )

    cityManager.estResource.gold

    ...checked ok...

    print estResource iron: ( m_city.cityManager.estResource.iron )

    cityManager.estResource.iron

    ...checked ok...

    print estResource stone: ( m_city.cityManager.estResource.stone )

    cityManager.estResource.stone

    ...checked ok...

    print reservedResource food: ( m_city.cityManager.reservedResource.food )

    cityManager.reservedResource.food

    ...checked ok...

    print reservedResource gold: ( m_city.cityManager.reservedResource.gold )

    cityManager.reservedResource.gold

    ...checked ok...

    print reservedResource iron: ( m_city.cityManager.reservedResource.iron )

    cityManager.reservedResource.iron

    ...checked ok...

    print reservedResource stone: ( m_city.cityManager.reservedResource.stone )

    cityManager.reservedResource.stone

    ...checked ok...

    General

    New version of "General" available here.

    Print:

    Command:

    Result:

    print id: ( m_city.cityManager.id )

    cityManager.id

    ...checked ok...

    print name: ( m_city.cityManager.name )

    cityManager.name

    ...checked ok...

    print –heros Queen stratagem -> m_city.cityManager.heros(Queen).stratagem

    cityManager.heros(Queen).stratagem

    line 231 Invalid Reference: m_city.cityManager.heros(Queen).stratagem Error #1069

    print timeSlot ( m_city.cityManager.timeSlot ) // int;

    m_city.cityManager.timeSlot

    ...checked ok...

    print directionChange ( m_city.cityManager.directionChange ) // Boolean = false;

    m_city.cityManager.directionChange

    ...checked ok...

    print furtherInitNeeded ( m_city.cityManager.furtherInitNeeded ) // Boolean = true;

    m_city.cityManager.furtherInitNeeded

    ...checked ok...

    print mapInitState ( m_city.cityManager.mapInitState ) // int; // 0 - ok, 1 - pending, 2 - init needed

    m_city.cityManager.mapInitState

    ...checked ok...

    print checkFeastingHallSpace ( m_city.cityManager.checkFeastingHallSpace ) // Boolean;

    m_city.cityManager.checkFeastingHallSpace

    ...checked ok...

    print innStatus ( m_city.cityManager.innStatus ) // int;

    m_city.cityManager.innStatus

    ...checked ok...

    print troopQueueStatus ( m_city.cityManager.troopQueueStatus ) // int;

    m_city.cityManager.troopQueueStatus

    ...checked ok...

    print fortificationQueueStatus ( m_city.cityManager.fortificationQueueStatus ) // int;

    m_city.cityManager.fortificationQueueStatus

    ...checked ok...

    print pendingProductionRates ( m_city.cityManager.pendingProductionRates ) // Array = new Array;

    m_city.cityManager.pendingProductionRates

    ...checked ok...

    print distanceSettings ( m_city.cityManager.distanceSettings ) // Array = new Array(0, 0, 0, 0, 0);

    m_city.cityManager.distanceSettings

    ...checked ok...

    print name ( m_city.cityManager.name )

    cityManager.name

    ...checked ok...

    print castle allowAlliance ( m_city.cityManager.castle.allowAlliance )

    cityManager.castle.allowAlliance

    ...checked ok...

    print id ( m_city.cityManager.id )

    cityManager.id

    ...checked ok...

    print Player currentTime ( m_context.Player.currentTime )

    m_context.Player.currentTime

    ...checked ok...

    print serverMinutes ( m_context.serverMinutes )

    m_context.serverMinutes

    ...checked ok...

    print serverHours ( m_context.serverHours )

    m_context.serverHours

    ...checked ok...

    print serverDate ( m_context.serverDate )

    m_context.serverDate

    ...checked ok...

    print serverMonth ( m_context.serverMonth )

    m_context.serverMonth

    ...checked ok...

    print serverYear ( m_context.serverYear )

    m_context.serverYear

    ...checked ok...

    print Player currentDateTime ( m_context.Player.currentDateTime )

    m_context.Player.currentDateTime

    ...checked ok...

    print Player currentTime ( m_context.Player.currentTime )

    m_context.Player.currentTime

    ...checked ok...

    print Player playerInfo lastLoginTime ( m_context.Player.playerInfo.lastLoginTime )

    m_context.Player.playerInfo.lastLoginTime

    ...checked ok...

    print Player playerInfo createrTime ( m_context.Player.playerInfo.createrTime )

    m_context.Player.playerInfo.createrTime

    ...checked ok...

    print Player playerInfo office ( m_context.Player.playerInfo.office )

    m_context.Player.playerInfo.office

    ...checked ok...

    print Player playerInfo castleCount ( m_context.Player.playerInfo.castleCount )

    m_context.Player.playerInfo.castleCount

    ...checked ok...

    print Player playerInfo honor ( m_context.Player.playerInfo.honor )

    m_context.Player.playerInfo.honor

    ...checked ok...

    print Player playerInfo levelId ( m_context.Player.playerInfo.levelId )

    m_context.Player.playerInfo.levelId

    ...checked ok...

    print Player playerInfo medal ( m_context.Player.playerInfo.medal )

    m_context.Player.playerInfo.medal

    ...checked ok...

    print Player playerInfo sex ( m_context.Player.playerInfo.sex )

    m_context.Player.playerInfo.sex

    ...checked ok...

    print Player playerInfo accountName ( m_context.Player.playerInfo.accountName )

    m_context.Player.playerInfo.accountName

    ...checked ok...

    print Player playerInfo faceUrl ( m_context.Player.playerInfo.faceUrl )

    m_context.Player.playerInfo.faceUrl

    ...checked ok...

    print Player playerInfo id ( m_context.Player.playerInfo.id )

    m_context.Player.playerInfo.id

    ...checked ok...

    print Player playerInfo allianceLevel ( m_context.Player.playerInfo.allianceLevel )

    m_context.Player.playerInfo.allianceLevel

    ...checked ok...

    print Player playerInfo bdenyotherplayer ( m_context.Player.playerInfo.bdenyotherplayer )

    m_context.Player.playerInfo.bdenyotherplayer

    ...checked ok...

    print Player playerInfo population ( m_context.Player.playerInfo.population )

    m_context.Player.playerInfo.population

    ...checked ok...

    print Player playerInfo flag ( m_context.Player.playerInfo.flag )

    m_context.Player.playerInfo.flag

    ...checked ok...

    print Player playerInfo prestige ( m_context.Player.playerInfo.prestige )

    m_context.Player.playerInfo.prestige

    ...checked ok...

    print Player playerInfo userName ( m_context.Player.playerInfo.userName )

    m_context.Player.playerInfo.userName

    ...checked ok...

    print Player playerInfo userId ( m_context.Player.playerInfo.userId )

    m_context.Player.playerInfo.userId

    ...checked ok...

    print Player playerInfo titleId ( m_context.Player.playerInfo.titleId )

    m_context.Player.playerInfo.titleId

    ...checked ok...

    print Player playerInfo ranking ( m_context.Player.playerInfo.ranking )

    m_context.Player.playerInfo.ranking

    ...checked ok...

    print Player playerInfo alliance ( m_context.Player.playerInfo.alliance )

    m_context.Player.playerInfo.alliance

    ...checked ok...

    print m_city.cityManager.distanceSettings[0]

    cityManager.distanceSettings[0

    ...checked ok...

    print m_city.cityManager.distanceSettings[1]

    cityManager.distanceSettings[1

    ...checked ok...

    print m_city.cityManager.distanceSettings[2]

    cityManager.distanceSettings[2

    ...checked ok...

    print m_city.cityManager.distanceSettings[3]

    cityManager.distanceSettings[3

    ...checked ok...

    print m_city.cityManager.distanceSettings[4]

    cityManager.distanceSettings[4

    ...checked ok...

    print ( m_context.maintenanceStart )

    m_context.maintenanceStart

    ...checked ok...

    print m_city.cityManager.CityHasGoalErrors

    cityManager.CityHasGoalErrors

    ...checked ok...

    print m_city.cityManager.GateControl

    cityManager.GateContro

    ...checked ok...

    print m_city.cityManager.trainingHeroName

    cityManager.trainingHeroNam

    ...checked ok...

    Research

    New version of "Research" available here.

    Print:

    Command:

    Result:

    print avalevel ( m_city.cityManager.researches[0].avalevel )

    cityManager.researches[0].avalevel

    ...checked ok...

    print endTime ( m_city.cityManager.researches[0].endTime )

    cityManager.researches[0].endTime

    ...checked ok...

    print upgradeing ( m_city.cityManager.researches[0].upgradeing )

    cityManager.researches[0].upgradeing

    ...checked ok...

    print level ( m_city.cityManager.researches[0].level )

    cityManager.researches[0].level

    ...checked ok...

    print startTime ( m_city.cityManager.researches[0].startTime )

    cityManager.researches[0].startTime

    ...checked ok...

    print castleId ( m_city.cityManager.researches[0].castleId )

    cityManager.researches[0].castleId

    ...checked ok...

    print typeId ( m_city.cityManager.researches[0].typeId )

    cityManager.researches[0].typeId

    ...checked ok...

    print permition ( m_city.cityManager.researches[0].permition )

    cityManager.researches[0].permition

    ...checked ok...

    print m_city.cityManager.isSafeFarming

    cityManager.isSafeFarmin

    ...checked ok...


    CategoryHowTo

    References (last edited 2015-08-09 20:50:37 by LKD70)