====== Persistent Categories ====== [[ci_g_persist]] routines takes an argument called ''sCategory'' which specify to which category the persistent variables are stored. Each category has their own set of variables. This page document each of those categories and also contents of them. Text ''PC'' or ''Global'' after variable specify whether the variable is stored on the PC or on the global storage, or both. ===== Categories ===== * [[#basic]] Default category, in case nothing else is given. * [[#Core]] Core subsystem. * [[#Guild]] Guild array subsystem. * [[#Housing]] Housing subsytem. * [[#Quest]] Quest subsystem. * [[#QuestData]] Per Quest data. * [[#Reputation]] Reputation subsystem. * [[#Time]] Time subsystem. * [[#XP]] XP subsystem. * [[#Settings]] Persistent PC related settings. * [[#GUIemote]] GUI Emote definitions. * [[#BulletinBoard]] Bulletin Board system. * [[#AreaExporer]] Area Explorer Log ===== Variables in each category ===== ==== basic ==== * ''_SM'' //int// PC has done SM quest for the guild (PC). * ''_HighMaster'' //int// PC has been elected to be as a HighMaster for guild (PC). * ''_FreeRankLevel'' //int// Rank number up to which (including) the PC can raise in the guild without paying reputation or needing recommendation. Used to give free Master (4) rank to guild builders (PC). ==== Reputation ==== * ''Level'' //int// Number of reputation points used to gain levels. (PC). * ''Points'' //int// Number of reputation points left. (PC). * ''Total'' //int// Total number of reputation points earned. (PC). * ''Reasons'' //int// Number of reason strings stored (PC). * ''Reason'' //string// Reason string (PC). * ''Num'' //int// Number of points for reason (PC). * ''Status'' //int// Status of the PC (PC). ==== XP ==== * ''XPOver'' //int// Number of experience points over the last level limit. (PC). * ''MaxLevel'' //int// Max level of the character. (PC) ==== Core ==== * ''Identifier'' //string// Unique identifier for the PC. (PC). * ''MaxID'' //int// First unused ID to be used for the next PC not yet having unique ID. (Global). ==== Guild ==== This is array, so it has all the default array variables. The guild tag string is used as index to the array. Each item in the array will have the following variables. * ''Rank'' //int// Rank number in this guild (PC). * ''Status'' //int// Status of the member in this guild (PC). * ''Recommendation'' //int// Has someone given PC a recommendation for this guild (PC). * ''RecommednationPoints'' //int// How many points of recommendation has been given (PC). * ''R_'' //int// Set if player has given this player a recommendation in this guild. (PC). There is also global guild category arrays one for each guild. The category name for those are ''Guild__'', where the is the number from 1 to 6 listing members of that rank of the guild specifed by the string . Each of those categories will be array where the index is the , and the fields are: * ''Name'' //string// Name of the player (global). * ''Status'' //int// Status of the player (global). ==== Time ==== * ''PlayHours'' //int// Game hours player has played (PC) ==== Housing ==== * ''Level'' //int// Housing level number (PC). ==== Quest ==== This is array of quests, where the index is the quest tag. Values for each quest are: * ''State'' //int// Status of the quest (PC) * ''Time'' //int// Timestamp of the last action on quest. (PC) ==== QuestData ==== This contains quest specific data, which is not related to the quest states. This can be used to store for example whether player has triggered given triggers etc. I.e. permanently store some information which is not stored in the state variable. * ''TriggerIncState''//tag// //string// Used by ce_g_q_incstate to mark that player has visited specific trigger (i.e. do not increase state anymore). * ''LostAnimalTaggerWand'' //string// Used by the Greenwoods Rangers joining quest in case the PC looses the tagger wand this is set and new wand is given. If he looses it again the quest is failed. ==== Settings ==== * ''Password'' //string// Password for the PC (character edit etc) (PC). * ''Helper'' //int// Whether PC wants to get help requests from other players (PC). * ''LootPickupLevel'' //int// Loot pickup level of player 0 = all, 1 = 1cp/lb etc... ==== GUIemote ==== * ''//emote//'' //string// Action to run when //emote// is clicked (PC). ==== BulletinBoard ==== * ''//tag//'' //object// Bulletin board item to be used to store bulletin board messages for the bulletin board whose tag is //tag// (global). The item has array inside that is using the timestamp of the message as a key inside the category ''note'', and two variables for each timestamp: * ''//who//'' //string// who wrote the message (note category of the item). * ''//text//'' //string// The text itself (note category of the item). ==== AreaExplorer ==== This is array of area tags, where the index is the tag of area. Values for each area are: * ''//Count//'' //int// how many times PC has been on the area (PC).