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  • setvariable

setvariable · Changes

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Create skills/mechanics/setvariable authored Aug 11, 2020 by Ashen's avatar Ashen
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Mechanic: SetVariable
=====================
Sets a [variable](/skills/variables). Variables can be permanent or
temporary, and can be used in conjunction with conditions or
placeholders to store data.
Attributes
----------
| Attribute | Aliases | Description | Default Value |
|-----------|---------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|---------------|
| variable | var | The name of the variable. Can optionally be prefixed with **scope.** | |
| value | val | The value to set the variable to. Must be applicable for **type** or the mechanic will fail. Should be surrounded in double-quotes if using spaces. Value can also include placeholders, even from PlaceholderAPI. | |
| scope | s | The [scope](/skills/variables#variable_scopes) of the variable, e.g. where the variable will be located. | SKILL |
| type | t | The [type](/skills/variables#variable_types) of the variable. | INTEGER |
| save | | Whether the variable should save between reloads. Does not apply to SKILL-scoped variables. | false |
| duration | d | How long (in ticks) the variable should last. Does not apply to SKILL-scoped variables. | Infinite |
===== Examples =====
In this example, the target players would only hear growling from any
number of nearby bears once every 10 minutes.
BearMob:
Skills:
- skill{s=BearGrowl} @PlayersInRadius{r=40} ~onTimer:60
BearGrowl:
TargetConditions:
- variableEquals{var=target.heardbear;value="yes"} cancel
Skills:
- message{m="&7You hear a growling noise..."}
- setvariable{var=target.heardbear;value="yes";duration=6000}
In this example, the extra "IgnitionDamage" skill would only fire if the
"do_ignite" variable were set on the skill tree.
Strike:
Skills:
- setvariable{var=skill.do_ignite;type=STRING;value="yes"} 0.5
- damage{amount=20}
- skill{s=IgnitionDamage}
IgnitionDamage:
Conditions:
- varEquals{var=skill.do_ignite;value="yes"}
Skills:
- ignite{ticks=20}
- effects:particles{}
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