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Character Variables

Greg edited this page Jul 15, 2023 · 14 revisions

Both Players and NPCs have a Variables container for storing variables and information.

By default variables are only stored temporarily and will be lost/reset when the npc dies, player logs out or the game restarts.

Variable names should use lower camel case. e.g. "in_combat" not "inCombat"

Getting

Characters have extension functions to simplify accessing Variables

val burrow: Boolean = giantMole["burrow"]

Note that this is the unsafe version and will throw an exception is the value hasn't previously been set.

The following safe version will return false if the value is unset.

val burrow = giantMole["burrow", false]

This is the recommended way of accessing values.

Setting

Setting a value is straight-forward, it's important to use descriptive names to make sure values don't conflict with other content.

giantMole["burrow"] = true

Player variables

Variables which a player has often need to be sent to the client to change something or display the value. Client variables are split into one of 4 categories:

  • varp - Player Variable
  • varbit - Variable Bit (a part of a varp)
  • varc - Client Variable
  • varcstr - Client String Variable

For more details read Runelites page on the subject

These variables will need specifiying in the relevant variables- yaml file in ./data/definitions/. Along with their id and type.

cooks_assistant:      # The string name of the variable
  id: 29              # The variable id to send to the cleint
  persist: true       # Save the value on logout
  format: map         # The format the value is stored in (might differ from the format sent to the client)
  default: unstarted  # The default value if left unset
  values:             # Map for converting values before sending to client
    unstarted: 0
    started: 1
    completed: 2

Any variables which need storing but don't have a known id should be stored in variables-custom.yml

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