posted 29-05-2003 19:57 BST
No, no, no. In questnet, the easiest way to do things like this are with player properties. Think of player's as objects, sure the player may have an alias of John, but it is actually named player1. The 1 on the end is assigned according to the questnet user ID this is called with the numeric variable %userid%. Now that you know this, to give player properties, in this example a name, you simply...property <player%userid%; alias=$capfirst(john)$>
In all of my code I have player properties assigned that override the default quest alias tags and default, this is useful for making code readable by everyone and useful for implementing an online coding language within the game.
That was off subject but back to the point, in questnet, variables are out. Variables are no longer used to determine player attributes and properties, these are easiest done through object/player properties as shown above. Variables are still very useful, but it becomes ridiculous trying to have variables for each player, when it's much easier and more efficient to have objects hold the properties which can then be read by commands. By more efficient I mean, it doesn't leave a ton of random strings around when players aren't currently playing.
I don't know, hope that explained something.