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    Upload page content

    You can upload content for the page named below. If you change the page name, you can also upload content for another page. If the page name is empty, we derive the page name from the file name.

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    Comment

    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    This list is outdated.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