ObjVarlist

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Revision as of 13:05, 26 January 2018 by Sacha (talk | contribs)
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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>.
  • ArmorType.
    • Applies to: items (armor).
    • Meaning: defines the type of armor. The array EquipmentStats.BaseArmorStats defines ArmorClass, ArmorRating (head, chest & legs), ManaRegenModifier (head, chest & legs), SoundType.
    • Modules: globals/static_data/equipmentstats.lua, armor_base, apply_bonuses
    • Default: defined in the XML template.
    • Examples: <StringVariable Name="ArmorType">Hardened</StringVariable>.
  • 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.
  • Capacity.
    • Applies to: items (containers).
    • Meaning: how much items the container can hold.
    • Modules: container
    • Default: defined in the XML template (backpack has 50).
    • Examples: <SharedStateEntry name="Capacity" type="int" value="50"/>.
  • 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]