Variables

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.

ACCAPP = Used in sphere.ini, the # of the variable represents what you must do in order to make an account with the shard (eg free (anyone can) gm approve, website, etc.)

ACCTFILES = # of the variable represents how many accounts are currently stored in the server (sphereaccu.scp)

ACTION = # skill that the current target is performing, for no skill this variable is (-1)

ADMINEMAIL = Stored variable is the email of the admin (eg. [email protected])

ADV_RATE = How quickly the skill that this variable relates to raises

AFK = Whether or not the person this variable relates to is afk (?)

ALIGNTYPE = Alignment of the person this variable relates to (good, evil, etc)

ALLOCS

AMOUNT = Amount of item that this variable relates to

AMOUNT_HI = Tradeskill variable, max amount of the item that can be harvested

AMOUNT_LO = Tradeskill variable, minimum amount of the item that can be harvested

ANIM = Anim that the thing that this variable relates to uses

ARMOR = Armor rating of the item that this variable relates to

ARRIVEDEPARTMSG = 1 or 0, sets whether or not the server announces globally when someone logs on/off

ATTR = Attribute of the item (see Misc section)

AUTHOR = Author of the item this variable relates to (book)

AUTONEWBIEKEYS

AVERSIONS = Contains things that the current target will avoid

BACKUPLEVELS = Amount of backups to make when saving the server (sphere.ini)

BANKMAXITEMS = Maximum amount of items a bank box will hold (sphere.ini)

BANKMAXWEIGHT = Maximum amount of weight a bank box will hold (sphere.ini)

BASEID = Base ID of the thing this variable relates to (visual model)

BLOODCOLOR = Color of the blood that will be dropped by the creature when hit (see t_blood in Types section)

BODY = ID of the character model the creature will use (eg. c_man)

BONUS_DEX = Amount of dex player will gain by using this skill

BONUS_INT = Amount of int player will gain by using this skill

BONUS_STATS = Total amount of stat bonus player wil gain by using this skill

BONUS_STR = Amounf of str player will gain by using this skill

BUY = Items that a player can buy from a vendor in the vendor script

CAN = Things a creature CAN do, see Misc section (eg. CAN=RUN)

CAST_TIME = Amount of time it takes to cast the spell this variable relates to

CHARTAGS

CLASS = Class of player this variable relates to (check in spheretables.scp to see an example of class)

CLIENTLINGER = Amount of time a player may linger without ping before dropping (sphere.ini)

CLIENTMAX = Maximum amount of players the server will allow to play at one time(sphere.ini)

CLIENTSAVG = Averaged amount of total players that have connected to the srever.

COLDCHANCE = Percentage chance that it will snow in a region

COLOR = Color of the thing the variable relates to

COMPLEXITY = Current complexity of the area (amount of items)

COMPONENT = What items to use in a multi

CONTAINER = What container the item that the variable relates to will spawn in

CORPSENPCDECAY = Amount of time for an NPC corpse to decay (sphere.ini)

CORPSEPLAYERDECAY = Amount of time for a Player corpse to decay (sphere.ini)

CRIMINALTIMER = Amount of time (in seconds) for a player to keep the criminal flag once they get it (sphree.ini)

DAM = Amount of damage the thing this variable relates to will do

DEADSOCKETTIME = Amount of time a player can have a dead socket before the server drops them (sphere.ini)

DEBUG = Shows all non-static (static mul file) items as world gems

DEBUGFLAGS

DECAYTIMER = Amount of time before an item decays (stored on TIMER) (sphere.ini)

DEFNAME = Alternate name for the thing this variable relates to (eg ITEMDEF, CHARDEF, etc.)

DELAY = Amount of time that must pass before the skill can be used again

DESIRES = What items the NPC desires

DETAIL

DEX = Current Dexterity of the NPC/PC

DIR = What # direction the player is facing (north, east, south, etc.)

DISPID = Contains the # ID of the visual model that the target item is using

DISPIDDEC = Similar to DISPID except the variable is the decimal of DISPID

DUNGEONLIGHT = Amount of default light ina dungeon (sphere.ini)

DUPEITEM = What item to pull this items stats from

DUPELIST = What items that may use DUPEITEM to pull their stats from this item

DURATION = Duration a spell lasts on the target

DYE = If an item is dyable or not (1,0)

EFFECT = What effect the target has upon it

EFFECT_ID = What the ID (visual display) of the effect is

EMAIL = Contains the current players email

EQUIPPEDCAST = What spell this item casts when equipped (?)

EVENTS = What events this item will run (eg EVENTS=e_event, to cancel an event use -e_event)

FAME = Current players fame (how well known they are)

FILES

FLAGS = What flags an item/player has (see Misc section)

FLIP = What direction an item s facing (?)

FLIPDROPPEDITEMS = Whether or not to flip items when dropped (sphere.ini)

FONT = Font to use with text

FOOD = Amount of food the character has eaten (their hunger)

FOODTYPE = Type of food (need more info)

FORCEGARBAGECOLLECT = Amount of time before all items on the ground wil be destroyed (sphere.ini)

FREEZERESTARTTIME

FRUIT = Whether or not the item is fruit (1,0)

GAMEMINUTELENGTH = Amount of time the server has been running

GUARDED = Whether or not a region is guarded

GUARDID

GUARDLINGER = Amount of time a guard will linger before going back to HOME point (sphere.ini)

GUARDOWNER = Owner of the guards (eg. "You are under the protection of the GM Guards")

GUARDSINSTANTKILL = Whether or not the guards will 1 hit criminals (sphere.ini)

GUESTSMAX = Maximum amount of guests that may be connected at one time (sphere.ini)

GUILDS = Amount of guilds on the server

HELPINGCRIMINALSISACRIME = Whether or not casting buffs etc on a criminal will flag you a criminal (sphere.ini)

HIREDAYWAGE = Amount of gold (i_gold) it costs to keep a hireling per day

HITPOINTPERCENTONREZ = Maximum percentage of hit points you can gain back when resurrected (sphere.ini)

HITPOINTS = Amount of hitpoints the thing this variable relates to has

HITS = See hitpoints

HOME = XYZ coordinates of the NPC/PC's creation point (eg. 100,1000,10)

HOMEDIST = Maximum amount of steps a NPC may take away from their HOME point

ICON

ID = ID number to use for an item (visual model)

INSTANCES = contains the # of the same current target item that are in the world

INT = Current intelligence of the PC/NPC

INVIS = Whether or not the player is invisible

INVUL = Whether or not the player is invulnerable

IP = Current IP Adress of the player

ITEM = Item to create when a template is placed

ITEMNEWBIE = Item that a new character will recieve and is given the newbie flag

ITEMS = Amount of items currently on server

KARMA = Current karma of the player/npc (how well liked they are and if they will be attacked on site)

KEY = UID of the key that can unlock this item

KILLS = Amount of kills the player currently has (player murders)

LANG = Language of the server (sphere.ini)

LASTCONNECTDATE = Last date that the player connected to the server

LAYER = Layer that the item equips to (see Misc section)

LIGHT = Current # of light level in the area

LIGHTDAY = Light # to use during the day (sphere.ini)

LIGHTNIGHT = Light # to use during the night (sphere.ini)

LISTEN

LOG = Locatoin on server hard drive to store the log files (sphere.ini)

LOGMASK

LOOTINGISACRIME = Whether or not looting a player corpse is a crime (sphere.ini)

LOYALTO = UID of the player that the creature is loyal to? (?) (not sure, need info)

MAGICUNLOCKDOOR = How much picklocking skill it requires to unlock magical doors (sphere.ini)

MANA = Amount of mana the NPC/PC has

MANAUSE = How much mana it requires to cast the spell

MAPCACHETIME

MAPPLANE

MASTER

MASTERGENDERTITLE = The title to give players of the sex (male/female)

MASTERTITLE

MAXBASESKILL = Maximum amount of skill that a player is allowed to have total

MAXCHARSPERACCOUNT = Maxmum amount of characters an account is allowed to have (1-5)

MAXCOMPLEXITY = Maximum amount of items/NPCs allowed to be in one area at a time

MAXFOOD = Maximum amount of food a player is allowed to consume

MEMORY = Current targets memory (see misc section)

MIDILIST = List of midis to play while in region

MINCHARDELETETIME = Minimum time (in seconds) that must go by after creation until a new character can be deleted

MONSTERFEAR = Whether or not monsters will flee if their kin has been slain

MONSTERFIGHT = Whether or not a monster will attack (?)

MORE = Complex variable, its meaning differs based on the TYPE (see type section) of the item, here's a faq from sphereserver.com:
Q: What do the values MORE, MORE2, and MOREP stand for?
A: Before we go into a full discourse on MORE, MORE2, and MOREP, we need to define a few terms. A DWORD is a Double-Word, which is a 32 bit unsigned integer value. It can range from 0 to 4294967295. In hex, that would be 0 to FFFFFFFF. A WORD is a single-Word, which is a 16 bit unsigned integer value. It can range from 0 to 65535, or 0 to FFFF. A BYTE is a 8 bit integer, which ranges from 0 to 255, or 0 to FF.

With that in mind, MORE and MORE2 are DWORD values, while MOREP is a structure containing a WORD, a WORD, and a BYTE. The three components of MOREP are often referred to as MOREX, MOREY and MOREZ, respectively.

Occasionally, a DWORD value is used as a combination of two WORD values, with the high order WORD storing one piece of data, and the low order WORD storing another.

The meanings of MORE, MORE2, and MOREP depends on the type of item in question. Here's what I could pull out of the source code as of 0.55c:

For containers, doors, ships, and ship holds, MORE is the key UID, MORE2 is the lock complexity (how hard to pick), and MOREX is the trap type (not used yet).

For ship tillermen, keys, and signs, MORE is the lock UID.

For a bank box, MORE is the amount of gold in the account, MORE2 is the amount to restock to (for NPCs), and MOREP is the point (x, y, and z) is the point in the world where the bank box was opened.

For game boards, MORE is the type of pieces to use ( 0 = chess, 1 = checkers, 2 = none )

For wands and weapons, MORE (low) is the current amount of hitpoints the item has, MORE (high) is the maximum hitpoints for the item, MORE2 is the number of remaining charges (if magical), MOREX is the spell type (if magical), MOREY is the spell strength (0-1000), and MOREZ is the poison skill applied (0-100).

For armour, shields, clothing and jewelry, the values are the same as for weapons (above) with the exception that MOREZ is not used.

For equipped spell effects, fire, scrolls, comm crystals, campfires, and lava, MORE (low) is the polymorph effect on STR, MORE (high) is the polymorph effect on DEX, MORE2 is the number of charges left, MOREX is the spell type, MOREY is the spell strength (0-1000), and MOREZ is the light pattern.

For a spellbook, MORE is a mask of available spells in circles 0-4, MORE2 is a mask of available spells in circles 5-8, MOREX, MOREY, and MOREZ are additional spells (necro, etc).

For a map, MORE (low) is the top coordinate, MORE (high) is the left coordinate, MORE2 (low) is the bottom coordinate, MORE2 (high) is the right coordinate), MOREZ indicates whether the map has pins or not. MOREX and MOREY are the coordinates of the pin (I think).

For fruit, food, and meat, MORE is the ItemID that will be result from cooking this, MORE2 is the creature ID that this came from, MOREX is the magic effect when eaten, MOREY is the spell strength, and MOREZ is the poison skill applied.

For a corpse, MORE is the time of death, MORE2 is the UID of the killer, MOREX and MOREY make up a single DWORD which specifies what type of creature this is, and MOREZ is the direction it is facing.

For a window or a lightsource, MOREY is how many charges the light has before it will burn out, and MOREZ is the light pattern.

For an item spawn point, MORE is the itemid or template id that will be spawned, MORE2 is the max # of items to spawn per interval (if 0, then spawn a random number up to total amount), MOREX is the min time between spawns (in minutes), MOREY is the max time between spawns (in minutes), and MOREZ is the max distance away from the spawn to create the spawned item(s).

For an NPC spawn point, MORE is the creature ID or group ID that will be spawned, MORE2 is the current number of creatures spawned from here, MOREX is the min time between spawns (in minutes), MOREY is the max time between spawns (in minutes), and MOREZ is the max distance away from the spawn to create the spawned NPC -- this will also be the maximum wander distance for the NPC.

For an explosion, MOREX is the damage from the explosion, MOREY is the type of damage ( fire, magic, etc), and MOREZ is the distance range for the damage.

For a book or a message, MORE is either the book ID from RES_BOOK, or the time stamp for the book/message if MORE | 0x80000000).

For an NPC script book, MORE is the same as for other books, MORE2 (low) is the current script page, MORE2 (high) is the current offset, and MOREZ is the priority for this script (% chance they want to do this).

For a deed, MORE is the itemID that will be generated, and MORE2 is the previous key ID (e.g. for a drydocked ship deed).

For a potion, MORE is the potion effect type, MORE2 is the strength of the potion (0-1000), and MOREX is the countdown to explosion (for purple potions).

For crops or foliage, MORE is the respawn time, MORE2 is the fruit ID for when this is reaped, and MOREX is the number of additional stages until this becomes ripe.

For trees, rocks, water and grass, MORE is the resource ID (RES_REGIONRESOURCE).

For figurines and mounted horses, MORE is the creature ID, and MORE2 is the UID of the offline creature.

For a rune, MORE is the number of uses left before it wears out, and MOREP contains the coordinates of the marked location.

For telepads and moongates, MORE is a flag for whether it only works for players and pets, MORE2 is a flag for whether the teleport animation is triggered or not, and MOREP contains the coordinates of the destination.

For memory objects, MORE (low) is the action type this is a memory for, MORE (high) is the skill involved, MORE2 is the start time of the memory, and MOREP contains the coordinates at which the memory occurred.

For a multi or a ship, MORE is the UID of the player that created/owns the multi, MORE2 contains the speed, anchor flag, direction of movement, and facing direction in each byte respectively.

For a portculis, MORE is the z height at the lowest setting, and MORE2 is the z height at the highest setting.

For an advancement gate, MORE is the creature template to use.

For a beehive, MORE contains the amount of honey which has accumulated.

For a loom, MORE is the cloth type currently loaded here, and MORE2 contains the amount of cloth currently in the loom.

For an archery butte, MORE contains the type of ammo currently stuck in it, MORE2 contains the amount of items stuck in it.

For a cannon, MORE2 contains a mask of what is currently loaded in it. (0 = none, 1=powder, 2=shot)

For a murder flag, MORE contains the amount of time before it expires.

For an item stone, MORE contains the item or template ID to generate, MORE2 is the price, MOREX is the regen time (0 = instant), MOREY is the total amount to deliver (0 = infinite, 0xFFFF = none left).

For a web, MORE is the amount of hits the web can take.

For a trap, MORE is the animation ID, MORE2 is the damage, MOREX is the time to animate, MOREY is the time to idle until reset, and MOREZ is a flag to indicate if the trap simply idles from active to inactive.

For a switch, MORE is the item ID of the next state of the switch, and MOREX is a flag to indicate if this is activated by stepping on it.

For a sound, MORE is the sound ID, and MORE2 is a flag to indicate repetition.

For a guildstone, townstone or roomstone, MORE is the alignment, MORE2 is the gold in the account.

For leather, feathers, fur, wool, blood, and bones, MORE2 is the creature ID type this came from.

MORE1 = See MORE

MORE2 = See MORE

MOREH = See MORE

MOREL = See MORE

MOREM =See MORE

MOREP = See MORE

MOREX = See MORE

MOREY = See MORE

MOREZ = See MORE

MOUNTHEIGHT = Amount of height before a mounted person clears the ceiling (sphere.ini)

MULFILES = Location of the Ultima Online MUL files on the servers hard drive

MULTIREGION

MURDERDECAYTIME = Amount of time (in seconds) before 1 murder count will decay (sphere.ini)

MURDERMINCOUNT = Minimum amount of murders before a player is flagged a murderer (sphere.ini)

NAME = Current name of the NPC/PC/Item

NEED = What an NPC needs (defined in CHARDEF)

NEEDNAME

NIGHTSIGHT = Whether or not a player has nightsight (can see in the dark as if it is day)

NOTES

NOWEATHER = Whether or not the server has weather

NPC = Whether or not the character is an NPC

NPCTRAINMAX = Maximum amount of skill a NPC will train a player to

NPCTRAINPERCENT = (need more info on this)

NTSERVICE = Whether or not your server is running on an NT machine (sphere.ini)

OBODY = Body ID to take when your character is ressurected

OSKIN = Skin color ID to take when your character is resurrected

P = Current XYZ coordinates of the thing that this variable relates to

PAGES

PASSWORD = Current password of the account

PILE = Whether or not an item can be stacked (?)

PIN

PLAYERGHOSTSOUNDS = Sounds tha will play when the player becomes a ghost

PLAYERNEUTRAL

PLEVEL = # represents privaleges of the player (eg. Counselor, Seer, GM, etc.)

POLLSERVERS

PORT = Current port the server is running on (eg. 2593)

PROFILE

PROMPT_MSG

RAINCHANCE = % chance for it to rain in the region that this variable relates to

RCLOCK

REAGENTLOSSFAIL = Whether or not you lose reagents when you fail to cast a spell (sphere.ini)

REAGENTSREQUIRED = Whether or not reagents are required to cast spells (sphere.ini)

REAP = What this item will reap when used with tradeskill (IE ore reaps an ingot)

RECT = XYZ # becomes part of the current region

REGEN = Amount of time before you regen (?)

REGEN1

REGEN2

REGEN3

REGISTERSERVER = Which server to send information to, to have shard listed (eg, play section at sphereserver.com) (sphere.ini)

REGPASS = Password to protect your shard on the play list (sphere.ini)

REQSTR = Required strength to use the thing that this variable relates to

REQUIREEMAIL = Whether or not your server requires that player set an email to play (sphere.ini)

RESMAKE

RESOURCES = What items are required to make the thing that this variable represents

RESOURCES2 = See RESOURCES

RTIME

RTIMETEXT

RUNE_ITEM

RUNES

RUNNINGPENALTY = Amount of stamina that will be lost when your weight exceeds the STAMINALOSEEATWEIGHT (sphere.ini)

SAFE

SAVEBACKGROUND = Amount of time (in seconds) until the server does an automatic global save (sphere.ini)

SAVECOUNT = How many save files to create in the save folder (sphere.ini)

SAVEPERIOD

SCPFILES = Locatoin of the scp files on the server hard drive (sphere.ini)

SCPINBOXDIR

SCROLL_ITEM

SECTORSLEEP = How long a sector will remain active without players in it before it "sleeps" (sphere.ini)

SECURE

SELL = What items the vendor will sell in the vendor script

SERIAL = Contains the serial of the thing that this variable represents

SERVIP = Contains the current IP that the server is on

SERVNAME = Contains the current name of the server

SERVPORT = Contains what port the server is running on

SEX = Contains whether the thing that this variable represents is male or femals

SHELTER = Contains the area that the NPC will like to hang around (eg. jungle, etc)

SIZE = Size of the NPC

SKILL = Skill required to perform this action

SKILL_HI = Amount of skill required to reap the maximum amount from this resource

SKILL_LO = Amount of skill required to be able to harvest this resource

SKILLCLASS = What skill class the thing that this variable represents belongs to (eg skillclass 0)

SKILLMAKE = Skill required to make this item

SKILLMENU

SKILLREQ = Skill required to use this item

SKILLSUM = Maximum amount of skill points total the player is allowed to have

SKILLTOTAL = Maximum % that this skill can get to (eg 100.0%)

SNOOPCRIMINAL = Whether or not snooping another players pack is considered a crime, if caught (sphere.ini)

SOUND = Contains the sound that will be played

SPEECH = Which speech this NPC uses (eg SPEECH=spk_common_folk)

STAM

STAMINA = Current stamina of the thing that this variable represents

STAMINALOSSATWEIGHT = Amount of weight % that a player must be over to lose stamina while running

STAT_DEX = Maximum amount that the players dex stat may be (eg. 100)

STAT_INT = Maximum amount that the players int stat may be

STAT_STR = Maximum amount that the players str may be

STATACCOUNTS

STATCLIENTS

STATGUILDS

STATITEMS

STATNPCS

STATSUM

STONE

STR = Current strength that the NPC/PC has

TARGP

TDATA1 = Advanced variable with custom meanings based on type, the following is an exerpt of a FAQ dealing with tdata:
For wands, weapons, armour, clothing, lights, spellbooks, jewelry, and NPC scripts, TDATA2 is the required strength, TDATA3 is the light ID, and TDATA4 is a flag to indicate what happens when the light burns out (0=nothing, 1=delete the object).

For bows and crossbows, TDATA2 is the required strength, TDATA3 is required ammo base ID, and TDATA4 is the fired ammo graphic ID.

For containers, sign gumps, ship holds, bulliten boards, corpses, trash cans, game boards, bank boxes, vendor boxes and keyrings, TDATA2 is the gumpID, TDATA3 is the minimum gump size, and TDATA4 is the maximum gump size.

For figurines and equipped horses, TDATA2 is the required strength and TDATA3 is the base creature ID.

For raw food and raw meat, TDATA1 is the item ID this cooks into, TDATA2 is the creature ID type that the meat came from, and TDATA3 is the skill required to cook it.

For musical instruments, TDATA1 is the sound ID to be played if successful, and TDATA2 is the sound ID to be played if not successful.

For ore, TDATA1 is the itemID of the ingot this will smelt into.

For ingots, TDATA1 is the skill required to smelt this, and TDATA2 is the skill required to get the maximum yield when smelting.

For doors, TDATA1 is the sound ID it makes.

For game pieces, TDATA1 is the starting x position, and TDATA2 is the starting y position.

For a bed, TDATA1 is the direction it occupies.

For foliage and crops, TDATA1 is the itemID it grows from, TDATA2 is itemID it will grow into, and TDATA3 is the itemID of the fruit that can be reaped from it.

For seeds and fruit, TDATA1 is the itemID it grows from, and TDATA2 is the itemID to use for the seed (copper coin is the default).

For drinks, booze, potions, pitchers, and wash water, TDATA1 is a flag that indicates whether the container is empty or not.

For ship planks and ship sides, TDATA1 is the itemID of the next open/closed state.

TDATA2 = See TDATA1

TDATA3 = See TDATA1

TDATA4 = See TDATA 1

TEST

TESTIF

TEVENTS = Triggers an event, similar to events but can only be used on creatures

TIME = Amount of time that the server has been up

TIMER = Contains amount of time until a skill may be usable again for a player and how long until the item decays for an item (can also be used for custom scripting)

TIMEUP

TIMEZONE = Timezone that the server is on (eg. PST)

TITLE = Title that the current NPC/PC has (seperate to name and comes after it and is only displayed on the paper doll)

TSPEECH = Which speech section the creature uses, similar to SPEECH but may only be used with creatures

TWOHANDS = Whether or not a item that can be wielded requires both hands (cant equip a shield)

TYPE = What type of item the item is (see the Type section)

UID = Current UID of the thing that this variable represents

URL = Contains the current URL of the webpage

URLLINK = Contains the current URL of the webpage

VALUE = How much an item is worth, vendors use this to see how much they will sell/buy an item for but will sell an item for more than its worth and buy for less

VALUES

VENDORMAXSELL = Maximum amount of things a vendor will sell to a player

VERBOSE

VERSION = Contains the version that the sphere server is running (eg. 55i)

WEIGHT = Weight of the item, judges how heavy it is in regards to how much you can carry and how fast you swing it if its a weapon

WOPPLAYER

WOPSTAFF

WORLDSAVE = Location on the hard drive where world saves are stored (sphere.ini)

WRAPX

WRAPY

X = Current position of the thing that this variable represents on the X axis

Y = Current position of the thing that this variable represents on the Y axis

Z = Current position of the thing that this variable represents on the Z axis