Difference between revisions of "LUA:SetServerVariable"

m (moved SetServerVariable to LUA:SetServerVariable: I screwed up when creating thse pages)
(SetServerVariable())
Line 2: Line 2:
  
 
== SetServerVariable() ==
 
== SetServerVariable() ==
Sets the server variable
+
Sets the server variable. This will persist when you zone etc., use this in conjunction with GetServerVariable().
 
 
  
 
== Syntax ==
 
== Syntax ==

Revision as of 19:07, 8 August 2016

LUA - SetServerVariable

Return to: LUA | Tutorials | Portal | Forum | Project Manager | Bug Tracker


SetServerVariable()

Sets the server variable. This will persist when you zone etc., use this in conjunction with GetServerVariable().

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