These references are used with the IfGosub and IfGoto scripting commands to check quantities, conditions, events, etc. within your account. Their values can also be Set as variables, and can be used to Print information into the log file.

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

Enemy

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

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 support: ( 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

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

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

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

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

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

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

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

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.maintenanceStar

...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

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 CategoryAllScripts

References (last edited 2012-09-25 22:17:54 by Inanna)