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