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Difference between revisions of "LUA:SetServerVariable"
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== SetServerVariable() == | == SetServerVariable() == | ||
| − | Sets the server variable. This will persist when you zone etc., use this in conjunction with GetServerVariable(). | + | Sets the server variable. This will persist when you zone etc., use this in conjunction with [[LUA:GetServerVariable|GetServerVariable()]]. Use sparingly as to prevent clutter in variables table. |
== Syntax == | == Syntax == | ||
Latest revision as of 19:28, 8 August 2016
LUA - SetServerVariable
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SetServerVariable()
Sets the server variable. This will persist when you zone etc., use this in conjunction with GetServerVariable(). Use sparingly as to prevent clutter in variables table.
Syntax
SetServerVariable(param1, param2, param3)
Parameters
- Required - param1 (String), param2 (String)
- param1 is the variable name
- param2 is the value to set the variable to
- Optional - param3 (String)
- param3 is the comment for the variable
Usage
function CompleteQuest(Quest, QuestGiver, Player)
GiveQuestReward(Quest, Player)
local var = tonumber(GetServerVariable("Quest1_Global_Complete_Count"))
if var == nil then
SetServerVariable("Quest1_Global_Complete_Count", "1", "Number of times Quest 1 has been completed across the server")
else
var = var + 1
SetServerVariable("Quest1_Global_Complete_Count", var)
end
end
Every time this quest is completed it will increment the server variable, if it hasn't been completed yet it will create a new server variable
Notes
In the server core "lua_" will automatically be added to the front of the name, you only need to know this if you plan to look the variable up in the DB