Weenie Properties: Difference between revisions
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| [[ATTRIBUTE2ND]] || A list of keys related to secondary attributes | | [[ATTRIBUTE2ND]] || A list of keys related to secondary attributes | ||
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| [[BOOL]] || Keys that take | | [[BOOL]] || Keys that take Boolean values (True/False, 1/0) | ||
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| [[DID]] || Data ID's reference "files" in the portal.dat that contain all related info | | [[DID]] || Data ID's reference "files" in the portal.dat that contain all related info |
Revision as of 16:12, 18 June 2019
Note: Still under construction.
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 and 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 |
- Each subsection above contains a list of related keys that are used in weenie creation.
- Keys that take specific value sets have their own pages.
Section Two
- Overall description goes here.
Group | Description |
---|---|
CREATE LIST | |
EMOTE CATEGORIES | |
EMOTE TYPES | |
EVENT FILTER | |
GENERATOR TABLE | |
SKILLS | |
SPELLBOOK |
In depth description goes here.