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Code Terminology
github-actions[bot] edited this page Mar 3, 2026
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- Audience: Contributors, players, and testers
- Last verified against:
developon February 28, 2026 - Prerequisites: None
Below are common terminology and abbreviations used in the code.
Any object that is spawnable but does not have a health bar. Examples: crops, trees, doors.
Any object that has a health bar and can interact with combat.
Non-Playable Character. Any enemy or friendly person in the game with a health bar.
Commonly called pets.
Internal name for vehicles like cars, carts, and ships.
GameObject - Basic world entity with a location; not used directly
|
+--> BaseUnit - Implements factions and buffs; no stats; not used directly
|
+--> Unit - Stats, events, skill controllers, combat logic
| |
| +--> Character - Player characters
| +--> NPC - Non-player characters and enemies
| | +--> Portal (by player) - Player-created portals
| +--> Gimmick - Moving doodads, for example elevators
| +--> House - Player housing
| +--> Shipyard - House-like structure for ship building
| +--> Mate - Also known as pets
| +--> Slave - Also known as vehicles
| +--> Transfer - Fixed-route transport like carriages/airships
|
+--> Doodad - Interactive world objects and furniture
+--> DoodadCoffer - Furniture specialization for housing coffers
Main class combat skill trees.
Vocational skills.
Also known as Titles.
Also known as Loyalty Tokens in most game versions.
Internal name for castle sieges, not guild-vs-guild fights.
Internal game name for what most players call a Guild.
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