VariableTriggers

Make your own plugin like features and more using VariableTriggers
This is a very powerful plugin that has unlimited potential. Create triggers that run lines of script when a player Clicks or Walks on a block (dirt, door, switch, trigger, torch, any block) or Create Event Triggers such as PlayerDeath , EntityDeath, BlockBreak, BlockPlaced, Join, Quit, Respawn, Interact and EntitySpawn that also run scripts. You can define Area Triggers and Command Triggers as well. You can use Dynamic Object variables and conditional IF and ELSE statements in the scripts. You can run any command that a player or OP can run and many speacial built-in commands to Teleport, Spawn Entities, Play Effects Visual or Sound, Set Blocks, Toggle Blocks, Check Players Heath and much more!. The scripts are executed on their own threads to take the strain off of the main server thread.
















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Posted Feb 15, 2015New type of documentation added. This is to test a method of docs that revolves around the trigger files themselves. It will potentially include examples, but for now it will just be a short description and the placeholders special to that event.
Currently thinking of splitting them up the same way as the folders; Entity, Player, System and Triggers.
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Posted Feb 15, 2015@dragonslayermcmx
VT1; Have a different inv per possible condition.
VT2; You may be able to use variables to change what actually appears, but not where it does so or if it does or does not.
There are things "in progress" that could help make this easier. But those are your options for now.
Also there is no difference between editing script or trigger files. You just want to offload if they get too big.
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Posted Feb 15, 2015@AncientTom
Thx, but I do use that method. What I'm asking is how to make certain items in an inventory only appear when a certain condition is fullfilled. The inventorytriggers.yml file doesn't seem to accept any script commands, only lines that do the basic inventory stuff (title, item, etc).
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Posted Feb 15, 2015@dragonslayermcmx
Point your trigger to a script file. Put all your scripting there. If the trigger is used for more than one function, create a script spacifically to handle the trigger and use something like this,
I would recomend that you stay away from editing trigger files. It can be a pain in the arse.
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Posted Feb 15, 2015In 1.3.3.1, is there a way to use @IF tests inside the inventorytriggers.yml? I tried it and nothing happened (no errors, no result). I think it would be really useful to have certain items only show up if a certain if or switch case is fulfilled. I know the 2.0 update supports variables in the inv triggers, but does it also support IF tests? I'm not using 2.0 because its annoying to get used to it, but I may upgrade once the documentation is complete. Any progress on that? :)
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Posted Feb 15, 2015@AncientTom yeah, it is 1.3.3.1.
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Posted Feb 14, 2015@RaycusMX
Ah, yes. I remember now running head-long into this myself. It was a while back and I can't remember what I did about it. I remember upgrading to version 1.3.3.1 at about that same time but I can't remember if that was the fix. I am remembering when I raised this issue here, last year, I got a response that didn't make any sense to me. It was something about they were mouse events and therefore they both fire??? I can't remember exactly but I created a work-around in my R & L trigger handlers. I'll have to study my own work to jog my memory. All I can say for now is that I do have it working for me. Maybe Monday.
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Posted Feb 14, 2015@Master_W99
Save your triggers via /vt st and then restart the server and see if it is still regenerating. What version are you using?
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Posted Feb 14, 2015AreaTriggers.yml regenerates itself after every server restart, rendering Areas unusable. Any way to fix this? (No, there are no errors in my YML.)
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Posted Feb 13, 2015@laacis2
oh, I made a mistake. I thought you said 1k lines of scripts. well, you do have so much to do with the scripts.
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Posted Feb 13, 2015@RaycusMX
i thought that tens of thousands of scripts always set the server machine ablaze and you have to have fire extinguisher handy...
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Posted Feb 13, 2015uhm how do i go about empty @CASE? like @CASE blue @CASE red and @CASE none
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Posted Feb 13, 2015@laacis2 Take it easy. I know someone who has tens of thousands of scripts to fix.
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Posted Feb 13, 2015@Lyoko_Firelyte
so with my over 1k scripts i have no point trying to make it work yet?
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Posted Feb 13, 2015@laacis2
On the bug fix list! :D
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Posted Feb 13, 2015@Lyoko_Firelyte
Also placed the line under main: however in game the color codes in join message fails to read. Result ingame is &f[&a➜&f]Laacis2 &eappeared in &bAngelSky
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Posted Feb 13, 2015thats beginning of my ClickTriggers.yml
Angel:
28,110,-235:
CoolDown: 1423778037992
Script:
- '@COOLDOWN 0.2'
- '@CALL price:gunpowder'
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Posted Feb 13, 2015@laacis2
Put the script in main, not "script". Must have made a typo somewhere in the code. Could you post line 0 of ClickTriggers.yml so I can see what you were trying to call? I assume it was @CALL, according to the stacktrace.
Also, if you're 3 letters off being able to type in the command you should probably be using an external editor, in-game commands are for quick little scripts that don't do a whole lot, or editing things quickly.
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Posted Feb 13, 2015hey. I am trying hell of a hard to make all my scripts work with new vt. But i am totally failing! The way vt converts files to work doesn't help much if anything.
For example converted click triggers resulted with NPE:
[INFO]: [VTV2] > Something went wrong with that line! @ Angel.37,110,-2
32 line 0 in ClickTriggers.yml
[WARN]: java.lang.NullPointerException
[WARN]: at com.github.lyokofirelyte.VariableTriggers.VTParser.pa
rse(VTParser.java:324
[WARN]: at com.github.lyokofirelyte.VariableTriggers.VTParser$1.
run(VTParser.java:101
[WARN]: at java.lang.Thread.run(Unknown Source)
The trigger i had tried to run:
37,110,-232:
CoolDown: 1423777175856
Script:
- '@CALL price:clownfish'
Also making vt commands longer has shortened in game space for command entry
(vtcmd [cmd] [@SCRIPT]) vs (vtcmd add [cmd] [@SCRIPT])
Creating PlayerJoin event using command saved the script to file but never activated it. The result was
main: []
Worlds:
- Angel
Cooldown: 0
Cancelled: true
script:
- "@BROADCAST &f[&a\u279c&f]<playerdisplayname> &eappeared in &bAngelSky"
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Posted Feb 12, 2015@AncientTom
I mean if a player rightclicks to till a dirt or plant a seed, not only RightClick event but also LeftClick event will be triggered. It triggers two events. This can only happens when till a dirt(grass) block or plant a seed (as far as I know). It can cause a lot of problems.