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  • setvariable

Last edited by Lxlp May 30, 2025
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setvariable

Description

Sets a variable. Variables can be permanent or temporary, and can be used in conjunction with conditions or placeholders to store data.

Attributes

Attribute Aliases Description Default
variable name, n, var, key, k The name of the variable. Can optionally be prefixed with scope
value val, v 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 of the variable, e.g. where the variable will be located SKILL
type t The type of the variable. Set to STRING if you are using text instead of numbers INTEGER
save Whether the variable should save between reloads, reboots and disconnects. 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.

# Mob File
BearMob:
  Skills:
  - skill{s=BearGrowl} @PlayersInRadius{r=40} ~onTimer:60
# Skill File
BearGrowl:
  TargetConditions:
  - variableEquals{var=target.heardbear;value="yes"} cancel
  Skills:
  - message{m="&7You hear a growling noise..."}
  - setvariable{var=target.heardbear;value="yes";type=STRING;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

In this example is a placeholder from MMOItems being stored inside a int/float variable.

PlaceholderDamage:
  Skills:
  - setvariable{var=caster.new_skill_damage;value="%mmoitems_stat_skill_damage%";type=INTEGER} @self
  - damage{a="100 * <caster.var.new_skill_damage>"} @PIR{r=5}

Other variables can be stored inside a int/float variables.

VariableSend:
  Skills:
  - setvariable{var=caster.VariableA;value="%mmoitems_stat_skill_damage%";type=INTEGER} @self
  - setvariable{var=caster.VariableB;value="<caster.var.VariableA> * 2";type=INTEGER} @self
  - setvariable{var=caster.VariableC;value="<caster.var.VariableA> + <caster.var.VariableB>";type=INTEGER} @self

Aliases

  • setvar
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