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New Variables List (Updated 17-04-2014)
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Khaos
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Post: #1
Information New Variables List (Updated 17-04-2014)
Updated: 17-04-2014 11:28 GMT

REMINDER: For right now these are internal TAGS (Don't Use TAG.* though. No need. They are internal. Just use them by name). Consistency purposes only with about ~50% pending hard code implementation. We want to give functionality but not take away customization. I will be updating this for EVERY change made.

Sorry everything doesn't line up perfectly. Looks way better in the .txt file attached to this post. This is the new list though. Be sure to read the header; if you don't heed the warnings in it I don't want to see spam posts later about your systems getting broken when I integrate certain things for the status menu and other areas.


Code:
INTERNAL VARIABLES
    This is the new internal variables that is STRONGLY RECOMMENDED to be used for your IProps
and CProps regarding ANY Age of Shadows or higher expansion code. I repeat DO NOT USE ANYTHING
DIFFERENT, unless it is through a backwards compatibility defname list you create. A good amount of
this code is being used with the new status gump and other features.

    This list will not change much minus the few items that will be getting a combined function
within the hard code itself. I will be posting and updating this manual when this happens. I suggest
keeping up on any revisions and this manual in the nightly when possible. We don't want you to be unaware
if your iprop system fails. Things going to hardcode will be things with more than one variable for its
set attribute. Read www.uoguide.com for more details on these.

    The rec. handling is my suggested coding checks to use for said variables based on descriptions.
Notes section is the real name (If altered for hard code consistency) or some notes of explaination.
Any thing with a B is on Characters, Players, and Items. Anything with an I is just items. Luck will be
on all characters soon. Right now it is just items and players.

CAN_I_ FLAG ADDITIONS
can_i_exceptional    020000        // can items be exceptional
can_i_makersmark    040000        // can items hold makers mark
can_i_retaincolor    080000        // can items retain material colors
can_i_enchant        0100000    // can items be enchanted (runic)
can_i_imbue        0200000    // can items be imbued (imbuing)
can_i_recycle        0400000    // Can be recycled

Note:
Can also be used in ITEMDEF as:
EXCEPTIONAL=1/0
MAKERSMARK=1/0
RETAINCOLOR=1/0
ENCHANT=1/0    // As runic enchants or enhancements.
IMBUE=1/0
RECYCLE=1/0

ATTR_ FLAG ADDITIONS
attr_exceptional    010000        // is exceptional
attr_enchanted        020000        // is enchanted
attr_imbued        040000        // is imbued
attr_questitem        080000    // is quest item
attr_insured        0100000    // Is insured
attr_nodrop        0200000    // no-drop
attr_notrade        0400000    // no-trade
attr_lockeddown        0800000    // locked down
attr_secure        01000000    // secured


STAT MODIFERS
VARIABLE        REC. HANDLING        CHAR/ITEM/BOTH    NOTES:
BONUSDEX        <INT>            I            DEXTERITY BONUS
BONUSHITS        <INT>            I            HIT POINT INCREASE
BONUSINT            <INT>             I            INTELLIGENCE BONUS
BONUSMANA        <INT>            I            MANA INCREASE
BONUSSTAM        <INT>            I            STAMINA INCREASE
BONUSSTR        <INT>            I            STRENGTH BONUS
BONUSHITMAX        <INT>            I            Max bonus hits
BONUSMANAMAX    <INT>            I            Max bonus mana
BONUSSTAMMAX    <INT>            I            Max bonus stam

HIT EFFECTS
VARIABLE            REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
BATTLELUST            <BOOL>        B            BATTLE LUST
BLOODDRINKER            <BOOL>        B            BLOOD DRINKER
BRITTLE                <BOOL>        B            BRITTLE
HITAREACOLD            <INT>%        B            HIT COLD AREA
HITAREAENERGY        <INT>%        B            HIT ENERGY AREA
HITAREAFIRE            <INT>%        B            HIT FIRE AREA
HITAREAPHYSICAL        <INT>%        B            HIT PHYSICAL AREA
HITAREAPOISON        <INT>%        B            HIT POISON AREA
HITCURSE                <INT>%        B            HIT CURSE
HITDISPEL                <INT>%        B            HIT FATIGUE
HITFATIGUE            <INT>%        B            HIT DISPEL
HITFIREBALL            <INT>%        B            HIT FIREBALL
HITHARM                <INT>%        B            HIT HARM
HITLIGHTNING            <INT>%        B            HIT LIGHTNING
HITLOWERATK            <INT>%        B            HIT LOWER ATTACK
HITLOWERDEF            <INT>%        B            HIT LOWER DEFENSE
HITMAGICARROW        <INT>%        B            HIT MAGIC ARROW
HITMANADRAIN            <INT>%        B            HIT MANA DRAIN
HITLEECHLIFE            <INT>%        B            HIT LIFE LEECH
HITLEECHMANA            <INT>%        B            HIT MANA LEECH
HITLEECHSTAM            <INT>%        B            HIT STAMINA LEECH
SEARINGWEAPON        <BOOL>        I            SEARING WEAPON (PROP ON LAVA INFUSED ITEMS)
SPLINTERINGWEAPON    <INT>%        B            SPLINTERING WEAPON


UO:R LEGACY
VARIABLE        REC. HANDLING        CHAR/ITEM/BOTH    NOTES:
HITSPELL        <INT>/<STRING>        B            LEGACY UO:R SPELL
HITSPELLSTR        <INT>            B            LEGACY UO:R SPELL STRENGTH


DAMAGE TYPES
VARIABLE        REC. HANDLING        CHAR/ITEM/BOTH    NOTES:
DAMCHAOS        <INT>%            B            NEW CHAOS DAMAGE
DAMCOLD            <INT>%            B            NEW COLD DAMAGE
DAMENERGY        <INT>%            B            NEW ENERGY DAMAGE
DAMFIRE            <INT>%            B            NEW FIRE DAMAGE
DAMPHYSICAL        <INT>%            B            NEW PHYSICAL DAMAGE
DAMPOISON        <INT>%            B            NEW POISON DAMAGE
DAMDIRECT        <BOOL>            B            DIRECT DAMAGE

//possibly removed???
DMGCOLD            <INT>            B            Naz's Old System. Added to Characters now too.
DMGFIRE            <INT>            B            Naz's Old System. Added to Characters now too.
DMGENERGY        <INT>            B            Naz's Old System. Added to Characters now too.
DMGPHYSICAL        <INT>            B            Added to Naz's system style. Blank Variable.
DMGPOISON        <INT>            B            Naz's Old System. Added to Characters now too.


MAGIC SPECIFIC
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
CASTINGFOCUS        <INT>%        B    CASTING FOCUS
FASTERCASTRECOVERY    <INT>        B    FASTER CAST RECOVERY
FASTERCASTING        <INT>        B    FASTER CASTING
LOWERMANACOST        <INT>%        B    LOWER MANA COST
LOWERREAGENTCOST    <INT>%        B    LOWER REAGENT COST
RESONANCECOLD        <INT>%        B    COLD RESONANCE
RESONANCEENERGY        <INT>%        B    ENERGY RESONANCE
RESONANCEFIRE        <INT>%         B    FIRE RESONANCE
RESONANCEKINETIC    <INT>%        B    KINETIC RESONANCE
RESONANCEPOISON        <INT>%         B    POISON RESONANCE
INCREASESPELLDAM    <INT>%        B     SPELL DAMAGE INCREASE
SPELLCHANNELING        <BOOL>        B    SPELL CHANNELING
SPELLFOCUSING        <BOOL>        B    SPELL FOCUSING
SPELLCONSUMPTION    <INT>        B    SPELL CONSUMPTION


WEAPON SPECIFIC
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
INCREASEDAM            <INT>%        B        DAMAGE INCREASE
INCREASESWINGSPEED    <INT>%        B        SWING SPEED INCREASE
USEBESTWEAPONSKILL    <BOOL>        I        USE BEST WEAPON SKILL


ARCHERY SPECIFIC
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
BALANCED            <BOOL>        B        BALANCED
DAMMODIFIER            <INT>%        B        DAMAGE MODIFIER
VELOCITY            <INT>%        B        VELOCITY
LOWERAMMOCOST        <INT>%        B        LOWER AMMO COST


DAMAGE DEALING
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
EATERDAM                <INT>%        B        DAMAGE EATER
EATERCOLD            <INT>%        B        COLD EATER
EATERENERGY            <INT>%        B        ENERGY EATER
EATERFIRE            <INT>%        B        FIRE EATER
EATERKINETIC            <INT>%        B        KINETIC EATER
EATERPOISON            <INT>%        B        POISON EATER
RAGEFOCUS                <BOOL>        B        RAGE FOCUS
REACTIVEPARALYZE        <BOOL>        B        REACTIVE PARALYZE
REFLECTPHYSICALDAM        <INT>%        B        REFLECT PHYSICAL DAMAGE
SOULCHARGE                <INT>%        B        SOUL CHARGE
SOULCHARGECOLD            <INT>%        B        SOUL CHARGE
SOULCHARGEENERGY        <INT>%        B        SOUL CHARGE
SOULCHARGEFIRE            <INT>%        B        SOUL CHARGE
SOULCHARGEKINETIC        <INT>%        B        SOUL CHARGE
SOULCHARGEPOISON        <INT>%        B        SOUL CHARGE


RESISTANCES
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
RESCOLD                <INT>%        B        RESCOLD
RESCOLDMAX            <INT>%        B    MAX RESCOLD
RESENERGY            <INT>%        B        RESENERGY
RESENERGYMAX        <INT>%        B        MAX RESENERGY
RESFIRE                <INT>%        B        RESFIRE
RESFIREMAX            <INT>%        B        MAX RESFIRE
RESPHYSICAL            <INT>%        B        RESPHYSICAL
RESPHYSICALMAX        <INT>%        B        MAX RESPHYS
RESPOISON            <INT>%        B        RESPOISON
RESPOISONMAX        <INT>%        B        MAX RESPOISON
* Res(Resist)Max are for now only placeholders, also shown in the status, they are not blocking the max amount ATM.


SLAYERS
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
SLAYER                <INT>/<STRING>    B        SLAYER PROPERTY
SLAYERLESSER        <INT>/<STRING>    B        LESSER SLAYER PROPERTY
SLAYERSUPER            <INT>/<STRING>    B        SUPER SLAYER PROPERTY
SLAYERMISC            <INT>/<STRING>    B        MISC SLAYER PROPERTY (Talisman)


BONUS SKILL (Since I know people asked for it a long time ago and AOS uses it)
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
BONUSSKILL1            <STRING>    I        SKILL BONUS PROPERTY 1
BONUSSKILL1AMT        <INT>        I        SKILL BONUS PROPERTY 1 AMOUNT
BONUSSKILL2            <STRING>    I        SKILL BONUS PROPERTY 2
BONUSSKILL2AMT        <INT>        I        SKILL BONUS PROPERTY 2 AMOUNT
BONUSSKILL3            <STRING>    I        SKILL BONUS PROPERTY 3
BONUSSKILL3AMT        <INT>        I        SKILL BONUS PROPERTY 3 AMOUNT
BONUSSKILL4            <STRING>    I        SKILL BONUS PROPERTY 4
BONUSSKILL4AMT        <INT>        I        SKILL BONUS PROPERTY 4 AMOUNT
BONUSSKILL5            <STRING>    I        SKILL BONUS PROPERTY 5
BONUSSKILL5AMT        <INT>        I        SKILL BONUS PROPERTY 5 AMOUNT


SPECIAL MOVES (Character and Item based)
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
ABILITYPRIMARY        <STRING>/<INT>    B        Weapon and Character Primary Move
ABILITYSECONDARY    <STRING>/<INT>    B        Weapon and Character Secondary Move


SET ITEM PROPERTIES
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
ITEMSETAMTCUR        <INT>        I        Current set amount equipped (use item or memory)
ITEMSETAMTMAX        <INT>        I        Total amount needed for effects (check the item or memory)
ITEMSETCOLOR        <INT>        I        Color to set the items on full set (use OCOLOR to revert)
ITEMSETNAME        <STRING>/<INT>    I        Set the name or an integer for easier checks.

MISC PROPERTIES
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
OCOLOR                <INT>/<STRING>    I    OCOLOR = Use like OSkin.    //This one is already existing on chars, so it should be Both.
RARITY                <INT>        I    Artifact Rarity
LIFESPAN            <INT>        I    LIFE SPAN - Timer of course.
BRITTLE                <BOOL>        I    BRITTLE
EPHEMERAL            <BOOL>        I    EPHEMERAL
MAGEARMOR            <BOOL>        I    MAGE ARMOR
MAGEWEAPON            <INT>        I    MAGE WEAPON
SELFREPAIR            <INT>        I    SELF REPAIR
INCREASEDEFCHANCE    <INT>%        B    DEFENSE CHANCE INCREASE
INCREASEHITCHANCE    <INT>%        B    HIT CHANCE INCREASE
DECREASEHITCHANCE    <INT>%        B    HIT CHANCE DECREASE
INCREASEKARMALOSS    <INT>%        B    INCREASED KARMA LOSS
ENHANCEPOTIONS        <INT>%        B    ENHANCE POTIONS
LOWERREQ            <INT>%        B    LOWER REQUIREMENTS
LUCK                <INT>        B    Now available on all chars and items
WEIGHTREDUCTION        <INT>%        B    WEIGHT REDUCTION
DURABILITY            <INT>%        I    DURABILITY INCREASE
INCREASEGOLD        <INT>        B    ?
CANUSE                <INT>        B    Flag for object use
EXPANSION            <INT>        B    Required Expansion (Mainly for cliloc and equip control)
MATERIAL            <STRING>    I    Material holder (for crafting)
NODROPTRADE            <INT>        I    can_i_flag
BANE                <INT>        I    BANE
NIGHTSIGHT            <BOOL>    I    Only placeholder for items and basedef for now

NPC PROPERTIES
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
FOLLOWERSLOTS        <INT>        C        Holds the number of slots used by this character.
BONDED                <INT>        C        0=Not bonded, 1=Bonded (normal), 2=bonded (dead) (NOT yet working, just a holder).

REGENERATIONS
VARIABLE        REC.HANDLING    CHAR/ITEM/BOTH    NOTES:
REGENFOOD            <INT>        B            Time period between regeneration ticks ( ini setting - regenfood = time).
REGENHITS            <INT>        B            Time period between regeneration ticks ( ini setting - regenhits = time).
REGENMANA            <INT>        B            Time period between regeneration ticks ( ini setting - regenmana = time).
REGENSTAM            <INT>        B            Time period between regeneration ticks ( ini setting - regenstam = time).
REGENVALFOOD        <INT>        B            Amount of points lost.
REGENVALHITS        <INT>        B            Amount of points regenerated.
REGENVALMANA        <INT>        B            Amount of points regenerated.
REGENVALSTAM        <INT>        B            Amount of points regenerated.
*Look in the Wiki fore more information about regen stats 'http://wiki.sphere.torfo.org/index.php/@RegenStat'.

CHARGES AND USES PROPERTY
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
ChargesCur             <INT>        I        Getting combined with chargesmax later.
ChargesMax             <INT>        I        Self explanatory
UsesCur                <INT>        I        Getting combined with usesmax later.
UsesMax             <INT>        I        Self explanatory
Recharge            <BOOL>        I        Boolean rec. Yes or no.
Rechargeamt            <INT>        I        Amount to be raised by rate.
Rechargerate        <INT>        I        Timer to raise amount

CRAFTING PROPERTIES
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
MAKERSNAME            <STRING>    I        This should be set on the item.
CRAFTEDBY            <UID>        I        UID of the maker.

TALISMAN PROPERTIES
VARIABLE        REC. HANDLING    CHAR/ITEM/BOTH    NOTES:
BonusCrafting        <STRING>/<INT>    I        Craft Skill
BonusCraftingAmt    <INT>%        I        Amount extra chance for success
BonusCraftingExcep    <STRING>/<INT>    I        Craft skill
BonusCraftingExcepAmt    <INT>%        I        Amount extra chance for exceptional
OwnedBy                <STRING>/<INT>    I        Talisman feature.
RemovalType            <STRING>/<INT>    I        Like removal of s_wildfire
ManaPhase            <BOOL>        I        Uses Charges
NPCKiller            <STRING>    I        Killer creature
NPCKillerAmt        <INT>%        I        Killer dam inc amount
NPCProtection        <STRING>    I        Protection creature
NPCProtectionAmt    <INT>%        I        Protection Amount
Summoning            <STRING>    I        Talisman Summoning (resources, npcs)

So far anything removed has been moved to ATTR or CAN flags with supported variables for the CAN flags as well.


Attached File(s)
.docx  Internal Variables Manual.docx (Size: 36.74 KB / Downloads: 65)
(This post was last modified: 04-19-2014 08:20 AM by Ben.)
11-25-2013 09:34 AM
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Extreme
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Post: #2
RE: New Variables List
Cooool
One question: the naz system variables.. Still using this in somewhere?
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(This post was last modified: 11-25-2013 09:55 AM by Extreme.)
11-25-2013 09:54 AM
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Khaos
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Post: #3
RE: New Variables List
They are still his defaults as before. I am going to edit them later to take <r#,#> as soon as I get a chance. I also need to integrate characters to receive the benefits from his system as well and not just weapons. (Atm there is dmgfire and damfire; the first is naz and second is mine; both are used on chars and items. Both can take a range value minus items with dmg*).

I have a ton to add and modify in the upcoming times. I think this will hold people over for a few while I play catch up on some of the other additions and modifications to sphere. Plus, as I said; I need to add in more integral hard coding for some of these structures.

You also got a bunch of new can_i_* and attr_* tonight. I am not sure if I missed the compile already, but I did get another attr_* flag in. attr_questitem will either appear tonight or tomorrow. Depending on if the compile is done or not.

the CAN_I_* also work like the following:
can=can_i_retaincolor

or you can set in the itemdef

RETAINCOLOR=1 or 0.

Whichever you all prefer.

Ignore the insured, blessed, cursed, notrade, and nodrop variables. They are getting removed. I added an attr_* a few moments ago. This will replace the usage and be implemented by tomorrow night. They will in the following days be getting hardcoded support to do as EA does with them. Again, refer to http://www.uoguide.com
(This post was last modified: 11-26-2013 03:45 AM by Khaos.)
11-25-2013 10:11 AM
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Extreme
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Post: #4
RE: New Variables List (Updated)
How do I use the properties on items?
Setting tag.property=x, just property=x or both works?

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11-25-2013 11:31 PM
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XuN
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Post: #5
RE: New Variables List (Updated)
Property=x, they have nothing to do with tags.
11-26-2013 12:07 AM
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Khaos
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Post: #6
RE: New Variables List (Updated)
They are internal tags. so tag.* is not needed with these. Smile

for instance, lets say this is a longsword crafted that is exceptional and then upgraded via a runic kit:
Code:
[itemdef xxxx]
id=i_long_sword
name=long sword
type=t_weapon_sword
can=can_i_flip|can_i_repair|can_i_retaincolor|can_i_exceptional|can_i_makersmark​|can_i_enchant|can_i_imbue
weight=6
dam=12,18
reqstr=10
twohands=0
skill=swordsmanship
skillmake=blacksmithing 30.0
resources=10 i_ingot_iron

category=Equipment - Weapons
subsection=Swordsmanship
description=Long Sword

on=@Create
hitpoints={ 36 48 }
flags=attr_magic|attr_enchanted|attr_exceptional
makersname=Khaos
increasehitchance=15
increasedam=40
luck=110

on=@Equip
src.increasehitchance += <increasehitchance>
src.increasedam += <increasedam>
src.luck += <luck>
return 0

on=@Unequip
src.increasehitchance -= <increasehitchance>
src.increasedam -= <increasedam>
src.luck -= <luck>
return 0

on=@ClientTooltipRequest
addcliloc 1011412  // Long Sword
addcliloc_description  // checks all non-weapon specific clilocs
addcliloc_magic_properties  // checks for iprops that are non-typical and considered magic props
addcliloc_weapon  // generates damage, skill, twohands check, etc
return 1
(This post was last modified: 11-26-2013 03:39 AM by Khaos.)
11-26-2013 03:36 AM
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Khaos
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Post: #7
RE: New Variables List (Updated 25-11-2013)
Upcoming variable switches and removals (Sorry guys)
Removing Slayer2, SlayerSuper2, SlayerMisc2.

Changing Slayer1 to slayerlesser
Changing slayersuper1 to slayersuper
Changing slayermisc1 to slayermisc
MIGHT ADD 'Slayer' as a catch all for people needing a 4th slot (Don't think you will, but I am feeling generous).
Releasing EA Slayer system using no more than those three lines (meaning people really shouldn't need more than that when they see how I did everything). Unless people need the other three, please let me know in the next few hours.
(This post was last modified: 11-27-2013 12:19 AM by Khaos.)
11-27-2013 12:18 AM
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Khaos
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Post: #8
RE: New Variables List (Updated 27-11-2013)
Updated. Added INCREASEGOLD, SOULCHARGECOLD, SOULCHARGEENERGY, SOULCHARGEFIRE, SOULCHARGEKINETIC, SOULCHARGEPOISON
11-28-2013 07:22 AM
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Mordaunt
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Post: #9
RE: New Variables List (Updated 27-11-2013)
you missed SOULLESSUSLESS

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11-28-2013 08:04 AM
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Khaos
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Post: #10
RE: New Variables List (Updated 27-11-2013)
Create a tag for that. It is not in the clilocs or EA's structure. lol
[FUNCTION IsSoullessUseless]
<qval (<tag.plusone> < <tag.minusone>) ? 1 : 0 >

That should tell you if he is useless.
(This post was last modified: 11-28-2013 10:54 AM by Khaos.)
11-28-2013 08:13 AM
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