Difference between revisions of "ObjVarlist"

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This is a list of ObjVar found on chars, creatures or items, and their meaning.
 
This is a list of ObjVar found on chars, creatures or items, and their meaning.
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* '''AbilityLevel'''.
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** Applies to: items (books).
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** Meaning: indicates the level (1, 2 or 3) in the prestige system.
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** Modules: prestige_ability_book
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** Default: defined in the XML template.
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** Examples: <DoubleVariable Name="AbilityLevel">1</DoubleVariable>.
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* '''Alcohol'''.
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** Applies to: items (food).
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** Meaning: indicates that the item is an alcohol.
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** Modules: food
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** Default: defined in the XML template.
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** Examples: <BoolVariable Name="Alcohol">true</BoolVariable>.
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* '''AnotherLanguage'''.
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** Applies to: items (notes).
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** Meaning: indicates that the note is written in another language.
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** Modules: note
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** Default: defined in the XML template.
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** Examples: <BoolVariable Name="AnotherLanguage">true</BoolVariable>.
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* '''AttrXXX''' (where XXX = Str|Agi|Con|Int|Wis|Will).
 
* '''AttrXXX''' (where XXX = Str|Agi|Con|Int|Wis|Will).
 
** Applies to: chars.
 
** Applies to: chars.
 
** Meaning: it holds the base value of each stat.
 
** Meaning: it holds the base value of each stat.
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** Modules: globals/mobile_extensions_stats.lua
 
** Default: ''ServerSettings.Stats.IndividualStatMin'' (defined in ''globals/server_settings/stats.lua'')
 
** Default: ''ServerSettings.Stats.IndividualStatMin'' (defined in ''globals/server_settings/stats.lua'')
 
** Examples: any value allowed for stats.
 
** Examples: any value allowed for stats.
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* '''InfoMessage'''.
 
* '''InfoMessage'''.
 
** Applies to: objects.
 
** Applies to: objects.
** Meaning: it's the message presented to the player when he tries to use the object, in the module ''info_on_use.lua''.
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** Meaning: it's the message presented to the player when he tries to use the object.
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** Modules: info_on_use.lua
 
** Default: not defined.
 
** Default: not defined.
 
** Examples: "Powerful magic stops you from opening that."
 
** Examples: "Powerful magic stops you from opening that."
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* '''MobileEffects'''.
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** Applies to: mobiles.
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** Meaning: it's an array that hold the effects applied currently to the creature.
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** Modules: globals/mobile_effects/main.lua
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** Default: not defined.
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** Examples: each effect, defined in ''globals/mobile_effects/'', has attributes: UniqueId, EffectName, Duration, etc.
  
 
* '''MobileTeamType'''.
 
* '''MobileTeamType'''.
 
** Applies to: mobiles.
 
** Applies to: mobiles.
 
** Meaning: it's the name of the faction or team that the creature belongs to.
 
** Meaning: it's the name of the faction or team that the creature belongs to.
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** Modules: a lot of modules of ai, faction, combat, pvp, etc.
 
** Default: defined in each XML template.
 
** Default: defined in each XML template.
 
** Examples: Animal, Bandit, Cultists, Giant, Mercenary Thief, Rebels, Sewer, UndeadGraveyard, Villagers, Wolves.
 
** Examples: Animal, Bandit, Cultists, Giant, Mercenary Thief, Rebels, Sewer, UndeadGraveyard, Villagers, Wolves.
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* '''NoRegen'''.
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** Applies to: chars.
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** Meaning: no regeneration for health or vitality if this variable exists (''base_mobilestats.lua'').
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** Modules: base_mobilestats.lua
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** Default: not defined
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** Examples:
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----
 
----
 
Add any variable you wish using:
 
Add any variable you wish using:
 
* '''ObjVarName'''.
 
* '''ObjVarName'''.
** Applies to:
+
** Applies to: [indicate which type of object it applies to]
** Meaning:
+
** Meaning: [description of its use]
** Default:
+
** Modules: [main modules where it's used]
** Examples:
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** Default: [default or initial value]
 +
** Examples: [examples of values]

Revision as of 12:58, 26 January 2018

This is a list of ObjVar found on chars, creatures or items, and their meaning.

  • AbilityLevel.
    • Applies to: items (books).
    • Meaning: indicates the level (1, 2 or 3) in the prestige system.
    • Modules: prestige_ability_book
    • Default: defined in the XML template.
    • Examples: <DoubleVariable Name="AbilityLevel">1</DoubleVariable>.
  • Alcohol.
    • Applies to: items (food).
    • Meaning: indicates that the item is an alcohol.
    • Modules: food
    • Default: defined in the XML template.
    • Examples: <BoolVariable Name="Alcohol">true</BoolVariable>.
  • AnotherLanguage.
    • Applies to: items (notes).
    • Meaning: indicates that the note is written in another language.
    • Modules: note
    • Default: defined in the XML template.
    • Examples: <BoolVariable Name="AnotherLanguage">true</BoolVariable>.
  • AttrXXX (where XXX = Str|Agi|Con|Int|Wis|Will).
    • Applies to: chars.
    • Meaning: it holds the base value of each stat.
    • Modules: globals/mobile_extensions_stats.lua
    • Default: ServerSettings.Stats.IndividualStatMin (defined in globals/server_settings/stats.lua)
    • Examples: any value allowed for stats.
  • InfoMessage.
    • Applies to: objects.
    • Meaning: it's the message presented to the player when he tries to use the object.
    • Modules: info_on_use.lua
    • Default: not defined.
    • Examples: "Powerful magic stops you from opening that."
  • MobileEffects.
    • Applies to: mobiles.
    • Meaning: it's an array that hold the effects applied currently to the creature.
    • Modules: globals/mobile_effects/main.lua
    • Default: not defined.
    • Examples: each effect, defined in globals/mobile_effects/, has attributes: UniqueId, EffectName, Duration, etc.
  • MobileTeamType.
    • Applies to: mobiles.
    • Meaning: it's the name of the faction or team that the creature belongs to.
    • Modules: a lot of modules of ai, faction, combat, pvp, etc.
    • Default: defined in each XML template.
    • Examples: Animal, Bandit, Cultists, Giant, Mercenary Thief, Rebels, Sewer, UndeadGraveyard, Villagers, Wolves.
  • NoRegen.
    • Applies to: chars.
    • Meaning: no regeneration for health or vitality if this variable exists (base_mobilestats.lua).
    • Modules: base_mobilestats.lua
    • Default: not defined
    • Examples:

Add any variable you wish using:

  • ObjVarName.
    • Applies to: [indicate which type of object it applies to]
    • Meaning: [description of its use]
    • Modules: [main modules where it's used]
    • Default: [default or initial value]
    • Examples: [examples of values]