Weenie Properties: Difference between revisions
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: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 - Keys | == Section One - Keys & Values == | ||
:A listing of available groups of keys | :A listing of available groups of keys | ||
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== Section Two - Tables == | == Section Two - Tables == | ||
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== 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]] |
Revision as of 13:37, 23 June 2019
Related topics: 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 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.
- 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
- 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
- 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
- Each weenie contains keys and/or tables from the subsections listed above.
- Keys that take specific value sets have their own pages.