ObjVarlist
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"/>.
- Confirm & ConfirmDesc.
- Applies to: items (potion for sex change).
- Meaning: ask for confirmation on item used (ConfirmDesc holds the confirmation text for the message).
- Modules: script_item
- Default: defined in the XML template.
- Examples: <BoolVariable Name="Confirm">true</BoolVariable>, <StringVariable Name= "ConfirmDesc">Are you sure you want to change your gender? This is irreversable without another sex-change potion, and you will lose your hair!</StringVariable>.
- cooked.
- Applies to: items (food).
- Meaning: indicates that the food is cooked.
- Modules: food
- Default: defined in the XML template.
- Examples: <BoolVariable Name = "cooked">true</BoolVariable>.
- 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]