(16 intermediate revisions by the same user not shown)
Line 1: Line 1:
''Note:'' Still under construction.
{{Related|Game Mechanics}}


== Introduction ==
== Introduction ==
Line 7: Line 7:


What are weenie properties?
What are weenie properties?
:Weenie properties are the keys, values, and emote actions found in each weenie. These properties set everything from the damage value of a sword to how much XP an NPC awards you for completing a quest.  
:Weenie properties are the keys, values, and conditions/actions found within each weenie. These properties set everything from the damage value of a sword to how much XP an NPC awards you for completing a quest.  


:Some weenie properties are read by the AC client and provide updates on creature health, stat panels, and more. Other properties are server side, and can dictate things like whether a creature will attack you, or how an npc interacts.
:Some weenie properties are read by the AC client and provide updates on creature health, stat panels, and more. Other properties are server side, and can dictate things like whether a creature will attack you, or how an npc interacts.
Line 13: Line 13:
:You can find former turbine developer [[Dev_Bio:_Sandra_"srand"_Powers|Srand]]'s description from an in house turbine interview [[Programmer_Extraordinaire:_Technical_Aspects_of_the_Game|here]].
:You can find former turbine developer [[Dev_Bio:_Sandra_"srand"_Powers|Srand]]'s description from an in house turbine interview [[Programmer_Extraordinaire:_Technical_Aspects_of_the_Game|here]].


== Section One ==
== Section One - Keys & Values ==
:Overall description goes here.
:A listing of available groups of keys


{|class="wikitable"
{|class="wikitable"
Line 20: Line 20:
!Description
!Description
|-
|-
| [[ATTRIBUTE]] ||  
| [[ATTRIBUTE]] || A list of keys related to primary attributes
|-  
|-  
| [[ATTRIBUTE2ND]] ||  
| [[ATTRIBUTE2ND]] || A list of keys related to secondary attributes
|-  
|-  
| [[BOOL]] ||  
| [[BOOL]] || Keys that take Boolean values (True/False, 1/0)
|-  
|-  
| [[DID]] ||  
| [[DID]] || Data ID's reference "files" in the portal.dat that contain all related info
|-  
|-  
| [[FLOAT]] ||  
| [[FLOAT]] || Keys that take floating-point numbers as values (a number with a decimal place)
|-  
|-  
| [[IID]] ||  
| [[IID]] || Instance ID's - active relationships
|-  
|-  
| [[INT]] ||  
| [[INT]] || Keys that take whole integers as values (whole numbers, 1, 2, 3, etc)
|-  
|-  
| [[INT64]] ||  
| [[INT64]] || Keys that take 64-bit integers as values
|-  
|-  
| [[POSITION]] ||  
| [[POSITION]] || Position entries contain a position id, frame, and objectcellID
|-  
|-  
| [[STRING]] ||  
| [[STRING]] || Keys that take a string of text as values
|-
|-
|}
|}


In depth description goes here.
== Section Two - Tables ==
 
: Tables that contain raw data, or event condition actions.
== Section Two ==
:Overall description goes here.


{|class="wikitable"
{|class="wikitable"
Line 51: Line 49:
!Description
!Description
|-
|-
| [[CREATE LIST]] ||  
| [[BODYPARTSTABLE]] || Body part armor/protection levels, damage values, and targeting data.
|-
|-
| [[EMOTE CATEGORIES]] ||  
| [[CREATE LIST]] || Create list entries are used for creature trophy drops, wielded gear, vendor sell lists. Essentially all static inventory.
|-
|-
| [[EMOTE TYPES]] ||  
| [[EMOTE CATEGORIES]] || Condition: If one of these occurs call Emote Type.
|-
|-
| [[EVENT FILTER]] ||  
| [[EMOTE TYPES]] || Action: Called when a Condition is met.
|-
|-
| [[GENERATOR TABLE]] ||  
| [[EVENT FILTER]] || Event conditions to perform an action.
|-
|-
| [[SKILLS (Weenie Property)|SKILLS]] ||  
| [[GENERATOR TABLE]] || Conditions for the Generator table.
|-
|-
| [[SPELLBOOK]] ||  
| [[SKILLS (Weenie Property)|SKILLS]] || Used in formulae to raise skills based on use / skillchecks.
|-
| [[SPELLBOOK]] || Spell ID, and Chance to cast for creatures.
|-
|-
|}
|}
== Notes ==
* Each weenie contains keys and/or tables from the subsections listed above.
* Keys that take specific value sets have their own pages.
[[Category:Weenie Properties]]
[[Category:Weenie Properties]]

Latest revision as of 13:38, 23 June 2019

Related topics: Game Mechanics

Introduction Edit

What is a weenie?

Every interactable item and or object in game is a weenie. NPCs, Swords, Portals, Scrolls, Doors, etc.

What are weenie properties?

Weenie properties are the keys, values, and conditions/actions found within each weenie. These properties set everything from the damage value of a sword to how much XP an NPC awards you for completing a quest.
Some weenie properties are read by the AC client and provide updates on creature health, stat panels, and more. Other properties are server side, and can dictate things like whether a creature will attack you, or how an npc interacts.
You can find former turbine developer Srand's description from an in house turbine interview here.

Section One - Keys & Values Edit

A listing of available groups of keys
Group Description
ATTRIBUTE A list of keys related to primary attributes
ATTRIBUTE2ND A list of keys related to secondary attributes
BOOL Keys that take Boolean values (True/False, 1/0)
DID Data ID's reference "files" in the portal.dat that contain all related info
FLOAT Keys that take floating-point numbers as values (a number with a decimal place)
IID Instance ID's - active relationships
INT Keys that take whole integers as values (whole numbers, 1, 2, 3, etc)
INT64 Keys that take 64-bit integers as values
POSITION Position entries contain a position id, frame, and objectcellID
STRING Keys that take a string of text as values

Section Two - Tables Edit

Tables that contain raw data, or event condition actions.
Group Description
BODYPARTSTABLE Body part armor/protection levels, damage values, and targeting data.
CREATE LIST Create list entries are used for creature trophy drops, wielded gear, vendor sell lists. Essentially all static inventory.
EMOTE CATEGORIES Condition: If one of these occurs call Emote Type.
EMOTE TYPES Action: Called when a Condition is met.
EVENT FILTER Event conditions to perform an action.
GENERATOR TABLE Conditions for the Generator table.
SKILLS Used in formulae to raise skills based on use / skillchecks.
SPELLBOOK Spell ID, and Chance to cast for creatures.

Notes Edit

  • Each weenie contains keys and/or tables from the subsections listed above.
  • Keys that take specific value sets have their own pages.