Weenie Properties: Difference between revisions
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{{Related|Game Mechanics}} | |||
== Introduction == | |||
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 [[Dev_Bio:_Sandra_"srand"_Powers|Srand]]'s description from an in house turbine interview [[Programmer_Extraordinaire:_Technical_Aspects_of_the_Game|here]]. | |||
== Section One - Keys & Values == | |||
:A listing of available groups of keys | |||
{|class="wikitable" | |||
!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 == | |||
: Tables that contain raw data, or event condition actions. | |||
{|class="wikitable" | |||
!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 (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]] |
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.
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.