Miscellaneous
Note: Not all these variables are available in version 55i
If there is a variable with no description which you know what it does, please
email me,
thanks.
Symbols
! = not
& = logical and
| = logical or
~ = inverse
< = is less than
= = is equal to
> = is greater than
+ = plus
- = minus
* = multiply
Basically with symbols you make sentences that make sense when you combine,
for example != makes "is not equal to" so use your head for the majorities,
some combinations are:
In IF statements the symbol is doubled for &, | and = so in an IF statement
they would become &&, || and ==
!= is not equal to
|| or, used in IF statements
&& and, used in IF statements
>= greater than, equal to (roughly meaning greater than or equal to)
For more info on symbols read the tutorial in the tutorials section.
Functions
Functions are literal variables that are combined in IF statements
to make questions, for example IF
BEGIN
CANCAST = Target can cast
CANSEE = Target can see
CANSEELOS
DISTANCE = Distance away from target
DORAND
DOSWITCH
ELIF = Else if, used to create multiple if statements within a single if
ELSE = if all of the IFs and ELIFs fail, trigger this
ELSEIF = Same as ELIF
END
ENDDO
ENDIF = Ends an IF statement
EVAL = translates the usually hex variable into a decimal format, for example sysmessage
HVAL
IF = Begins an IF statement, for example: "IF
ISCHAR = Target is a character
ISDARK
ISGM = Target is a GM
ISITEM = Target is an Item
RAND = Random variable, for example rand(6) will equal anywhere from 0-5
RESTEST
RETURN = Returns a value in an if statement, RETURN 0 causes the function to continue
normally as hardcoded, RETURN 1 causes the function to stop and not continue
with the hardcoded values.
STRCMP
STRCMPI
STRLEN
STRMATCH
STRMID
Buttons
BUTTON = A normal clickable button
CHECKBOX = A checkbox that when clicked puts a check inside the box
ONBUTTON = A trigger for when the button is clicked and continue is pressed
RADIO = A radio button, similar to ONBUTTON but without the trigger
Buttons are used in MENUS, explained in the Commands section.
Axis
CATEGORY = What category the entry falls under in Axis
DESCRIPTION = What the description of the entry is in Axis
SUBSECTION = What subsection the entry is in under Axis (located after Category)
GROUP = Group that the region belongs to in Axis
Axis definitions are used to categorize entries within the program Axis for
use in sphere servers
Objects
ACCOUNT = Relates to the account of the person, for example: "IF
ACT = Relates to the last thing acted upon
CONT = Relates to the container that this thing is stored in
FINDID = Relates to the entered ID and targets that, for example FINDID.i_gold.amount
will set the target to the amount of i_gold that is found on the person who
caused this object to trigger
FINDLAYER = Relates to the entered layer and targets that, for example FINDLAYER.5.UID
will set the target to the UID of the object on layer 5 on the person who caused
this object to trigger
FINDTYPE = Relates to the entered type and targets that, for example FINDTYPE.t_blood.COLOR
will set the target to the Color of the object which is type t_blood on the
person who caused this object to trigger
LINK = Relates to the UID that is entered in this objects link variable, used
to link two objects together and run commands accordingly
REGION = Relates to the region that this thing is in, for example REGION.DRY
will make the region stop raining/snowing
SECTOR = Relates to the current 32x32 area the target is in, for example SECTOR.RAIN will make it rain in the current 32x32 area
SECTORS
SERV = Relates to the server console and will input commands like they were
being typed into the server console, for example SERV.ALLCLIENTS SAY HI will
make all clients SAY"HI"
SRC = Relates to the target that set off the trigger, for example if a player
double clicks an item, the player will be the SRC
T
TAG = Customizable variable that is stored on the thing that is currently targeted,
for example TAG.COOLNESS=5 will store a COOLNESS variable on the target and
have it set to 5
TARG = Relates to the last thing targeted
TOPOBJ
VAR = Global TAG that is not saved and will be lost when the server is rebooted,
for example VAR.COOLNESS=5 will make a COOLNESS variable that can be used by
anyone and not just the ones that would have had the TAG stored on them
Objects are used before commands and variables to define what the command/variable
relates to for example: src.str=5 will relate to (if this was entered into an
item entry) will set the person who used the items str to 5
Objects are also used as targeters, for whenever i relate to using a target
Skills
ALCHEMY
ANATOMY
ANIMALLORE
ARCHERY
ARMSLORE
BEGGING
BLACKSMITHING
BOWCRAFT
CAMPING
CARPENTRY
CARTOGRAPHY
COOKING
DETECTINGHIDDEN
ENTICEMENT
EVALUATINGINTEL
FENCING
FISHING
FORENSICS
HEALING
HERDING
HIDING
INSCRIPTION
ITEMID
LOCKPICKING
LUMBERJACKING
MACEFIGHTING
MAGERY
MAGICRESISTANCE
MEDITATION
MINING
MUSICIANSHIP
NECROMANCY
PARRYING
PEACEMAKING
POISONING
PROVOCATION
REMOVETRAP
SNOOPING
SPIRITSPEAK
STEALING
STEALTH
SWORDSMANSHIP
TACTICS
TAILORING
TAMING
TASTEID
TINKERING
TRACKING
VETERINARY
WRESTLING
Skills are pretty straight forward, they are used in IF statements and Skillchecks and anything to do with skill use in general
Attributes
attr_blessed = Item is blessed, cannot be stolen
attr_blessed2
attr_can_decay = Item can decay (when TIMER equals 0)
attr_cursed
attr_cursed2
attr_decay
attr_forsale = Item is for sale and can be bought (need more info)
attr_identified = Item is identified (used for unidentified magic items)
attr_invis = Item is invisible and can only be seen by Staff
attr_magic = Item is magical (can hit magical creatures)
attr_move_always = Item can always be moved
attr_move_never = Item can never be moved
attr_newbie = Item is a newbie item and will not appear on the corpse on death
attr_owned = Item is owned (for houses)
attr_static = Item is static and will not decay
attr_stolen = Item has been stolen
Attributes are put on items to give them special properties.
Brains
brain_animal = Target is an animal and will wander)
brain_animal_trainer = Target is an animal trainer and will sell animals
brain_banker = Target is a banker and will bring up bank box
brain_beggar = Target is a beggar and will follow players around asking for
money
brain_beserk = Target is berserk and will only attack
brain_dragon = Target is a dragon (and can breath fire?)
brain_guard = Target is a guard and will attack criminals
brain_healer = Target is a healer and will resurrect ghosts that are visible
(in war mode)
brain_human = Target is a human and will call guards on criminals
brain_monster = Target is a monster and will attack any player it sees
brain_none = Target has no brain (poor scare crow)
brain_thief = Target is a thief and will steal from you
brain_undead = Target is undead and will die instantly if attacked in high lighted
areas (daytime)
brain_vendor = Target is a vendor and will sell items
brain_vendor_offduty = Target is a vendor and will not sell items
Brains are hardcoded preset brain scripts that an NPC will follow, all brains use the script commands and can be made customly
Colors
color_cyan
color_dye_high
color_energy_vortex
color_gray_dk
color_gray_lt
color_ice
color_magic_arm
color_magic_defense
color_magic_fortification
color_magic_guarding
color_magic_hardening
color_magic_invulnerability
color_magic_shield
color_magic_weap
color_metal
color_none
color_o_agapite
color_o_blackrock
color_o_bloodrock
color_o_bronze
color_o_copper
color_o_dullcopper
color_o_gold
color_o_iron
color_o_mytheril
color_o_oldcopper
c olor_o_rose
color_o_rusty
color_o_shadow
color_o_silver
color_o_valorite
color_o_verite
color_red1
color_red2
color_rock
color_snow
color_spectral
color_violet_lt
colors_all
colors_animal
colors_bird
colors_black
colors_blood
colors_blue
colors_brown
colors_daemon
colors_gray
colors_green
colors_hair
colors_lava
colors_neutral
colors_orange
colors_pink
colors_poison
colors_red
colors_red_drag
colors_skin
colors_slime
colors_snake
colors_white
colors_wyrm
colors_yellow
Colors are worded colors that dont require a # as most common colors do, the colors are unique to UO and cannot be shown with my current color options, but later on i will add links to pictures with the colors.
Layers
layer_arms
layer_bankbox
layer_beard
layer_cape
layer_chest
layer_collar
layer_dragging
layer_ears
layer_flag_bandage
layer_flag_clientlinger
layer_flag_criminal
layer_flag_drunk
layer_flag_hallucination
layer_flag_murders
layer_flag_poison
layer_flag_potion
layer_flag_potionused
layer_flag_spiritspeak
layer_flag_stuck
layer_flag_wool
layer_gloves
layer_hair
layer_half_apron
layer_hand1
layer_hand2
layer_helm
layer_hidden
layer_horse
layer_legs
layer_light
layer_pack
layer_pants
layer_ring
layer_robe
layer_shirt
layer_shoes
layer_skirt
layer_special
layer_spell_incognito
layer_spell_invis
layer_spell_magic_reflect
layer_spell_night_sight
layer_spell_paralyze
layer_spell_polymorph
layer_spell_protection
layer_spell_reactive
layer_spell_stats
layer_spell_summon
layer_tunic
layer_vendor_buys
layer_vendor_extra
layer_vendor_stock
layer_wrist
Layers are what layer an item equips to on a person, layers are given numbers in a script file
Memory
memory_aggreived = The target was attacked and was innocent
memory_fight = The target is fighting
memory_follow = The target must follow the stored UID
memory_friend = The target is a friend of the stored UID
memory_guard = Target must guard the stored UID
memory_guild = The target is in a guild which is stored within the item
memory_harmedby = The target has been harmed by the stored UID
memory_iaggressor = The target was the aggressor in a battle
memory_ipet = The target is a pet and will follow the commands of the stored
UID
memory_irritatedby = The target saw someone snooping from them or someone else
memory_ispawned = The target was spawned off a spawn point
memory_sawcrime = The target saw a crime and may call the guards on the stored
UID
memory_speak = Target spoke
memory_town = Stored UID is the targets town stone
memory_war_targ = The target is in war mode (?)
Memories are special objects placed on layer_special (30) and store bits of memory (like how you remember things in your brain) for the server to use when needed
Cans
mt_equip = The target can equip items
mt_female = The target is female
mt_fire_immune = The target is immune to fire
mt_fly = The target can "fly" over all land types
mt_ghost = The target can walk through non-static (static mul files) items
mt_male = The target is male
mt_nonhum = The target is not human
mt_nonmover = The target doesnt move
mt_run = The target can run
mt_swim = The target can "swim" in water
mt_usehands = The target can use their hands to wield weapons/shields
mt_walk = The target can walk
Cans are what a NPC/PC can do, due to engine limitations things such as mt_fly, mt_swim, etc. cannot be used by players
Names
names_birds
names_borg_female
names_borg_male
names_daemon
names_dragon
names_dread_lord
names_elf_female
names_elf_male
names_evil_mage
names_gargoyle
names_goblin
names_humanfemale
names_humanmale
names_lizardman
names_ogre
names_orc
names_ratman
names_troll
names_tropical_birds
Names are stored in script files and are usually just long lists of different names that the server will use whenever the names command is called upon
Region Flags
region_antimagic_all = No magic can be used here
region_antimagic_damage = No damaging magic can be used here
region_antimagic_gate = No gate magic can be used here
region_antimagic_recall_in = No magic can be used to enter this place
region_antimagic_recall_out = No magic can be used to leave this place
region_antimagic_teleport = No teleportation magic can be used here
region_flag_announce = Announces when you have entered the area
region_flag_globalname = Global name for the area (used in GOPLACE)
region_flag_guarded = This place is guarded
region_flag_insta_logout = This place allows instant logout
region_flag_no_pvp = No players can fight here
region_flag_nobuilding = No houses may be placed by players here
region_flag_nodecay = No items can decay here
region_flag_safe = No harm can be done here
region_flag_ship = Place is on a ship
region_flag_underground = Place is underground
Region flags are set in your region script file and set certain flags for the current region that players are in