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Difference between revisions of "LUA:SetServerVariable"
Patrikpatrik (talk | contribs) (→SetServerVariable()) |
Patrikpatrik (talk | contribs) (→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()]]. |
== Syntax == | == Syntax == | ||
Revision as of 19:12, 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().
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