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This list is outdated.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)