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 17, 2015@Master_W99
Maybe I should have said "would be expected" from a total rewrite. The way parsing is handled, syntax changes, etc...
Please see addition to that post.
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Posted Feb 17, 2015@AncientTom
An error should be expected?
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Posted Feb 17, 2015@Lyoko_Firelyte
What version numbering? are you talking about VT 2.0.2? What you have does make sense. Version major, #2. No minor upgrades., and the second update for fixes.
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Posted Feb 17, 2015@Master_W99
I guess that VT2 is not the same and should be expected, I guess. Anyway I would expect that your problem stems from being out of sync with your file changes and VT2 saving updates from memory. I would ask when does VT2 write memory back to files and does VT2 load from backups or the primary yml files on startup.
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Posted Feb 17, 2015@AncientTom
AngryDee pointed out to me that used with an event such as Right/Left clicks, <triggerloc> gives player's coords and not that of what was clicked. That, I knew. He also pointed out that these events are not the same as /ClickTrigger and this will give me the actual trigger location. So, All I have to do is add the following one liner to each of my signs.
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Posted Feb 17, 2015@AncientTom
Using /vt reloadtriggers gives me an "Error parsing command! See /vt ? for help if necessary." error.
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Posted Feb 17, 2015Starting to wonder what I was thinking with my weird version numbering. o_O
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Posted Feb 17, 2015@AncientTom
Thanks Tom. I'm actually using VT 2.0.2. I'll try out your suggestion though.
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Posted Feb 17, 2015@Master_W99
If you are using VT1.3.3.1 and you are referring to your AreaTriggers.yml file changing back to the way it was before you modified it, before you reload your modified file, toggle autosave off, then save your changes, and do your /vt reloadtriggers. Autosave will rewrite what it has in memory over the top of your file if it is running. See lexlaiden's response at the bottom of the following forum thread; CommandTriggers will not reload.
This is the reason I adhere to the practice of creating all triggers from within the game and point them to scripts to generate my functionality.
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Posted Feb 17, 2015Does anyone have any suggestions as to how I should read the text off of a sign that is clicked on. I have kicked this around in my head until even after the cows came home and I don't like what I have come up with so far. I need my script to read the lines of text on a sign that a player clicks on. even if it is just identifying the block position of the sign that was ckicked on. I am saving all sign data as objects named by sign position now. The only thing that I could come up with so far to determine the sign's position is to use <getblocklos:id:3>. The problem with this is it's line of sight. When you are reaching from across the position of the sign next to the one clicked on, it registers the wrong sign's position.
Any and all Ideas are welcome.
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Posted Feb 16, 2015Anyone? My AreaTriggers.yml keeps regening. There are no YAML errors in it and /vt st does not work. I am using Spigot 1.8 and the latest version of VT.
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Posted Feb 16, 2015Examples complete! If you're new to VTV2 you may want to read up, as Player Triggered Events will be more of the same.
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Posted Feb 16, 2015Documentation for Entity Triggered Events is complete. I will make an example for each, then move on to Player Triggered Events.
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Posted Feb 16, 2015@AncientTom Fixed my problem. I am now running a Spigot updated version of MineConomy that also works with bukkit 1.8.
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Posted Feb 16, 2015@dragonslayermcmx
Glad to hear! However you may need to swap to uuid storage because if someone changes their name it won't pull their old data anymore :(
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Posted Feb 16, 2015@Lyoko_Firelyte
1331. I increased the timer on the join event that calls the script again from 90 to 120, and it seems to have been fixed. I'm not counting on it though.
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Posted Feb 16, 2015@dragonslayermcmx
Which version are you using?
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Posted Feb 16, 2015Alright, new problem:
I've added a spell/mana system which is working alright. However, as it seems, there is a minor flaw in the mana regeneration system, which looks like this:
The lines below are inside a while loop, with a pause of 60 seconds that causes a certain amount of mana to regenerate every minute.
- '@IF i $<playername>.mana < $<playername>.maxmana'
- 'Tests if the player has less mana than the maximum amount of mana he can store. If that is the case.....'
- ' @ADDINT $<playername>.mana $<playername>.manaregen'
- ' ... the assigned amount of mana a player can regenerate per minute is added to his current amount of mana.'
- ' @IF i $<playername>.mana > $<playername>.maxmana'
- ' To make sure the players mana doesn`t surpass the maximum amount he can hold (this could be the case with a mana regeneration of 3 per minute and a maximum of 20. After seven minutes this would become 21, which would break the rest of the script)....'
- ' @SETINT $<playername>.mana $<playername>.maxmana'
- ' ...the amount is corrected by the line above.'
- ' @ENDIF'
- ' Now we want a reminder to notify the player if his mana has regenerated. Here is where the problem comes in'
- ' @IF i $<playername>.mana = $<playername>.maxmana'
- ' This line tests if the player has reached the maximum amount of mana he can hold...'
- ' @PLAYER &e[&6Spells&e] &aYour mana has regenerated.'
- ' ... and displays the proper message. (Remember, that both of these tests only happen if the very first one suceeds). '
- ' @ENDIF'
- '@ENDIF'
These lines are inside a while loop that makes sure the player is online. Whenever the player leaves, the while loop fails, when he joins again the loop starts again after a time of 90 seconds (this is to ensure the loop doesn't fire multiple times when a player quickly relogs).
The script works perfectly for me, but other players report that the reminder message "Your mana has regenerated" appears every minute, despite their mana beeing completely filled (which should cause the first IF test to fail, and the script to skip the other two). I am desperately looking for a fix, but havn't been able to come up with anything for now.
Thanks for taking the time to read this horrible wall of text :P
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Posted Feb 16, 2015While updating to bukkit 1.8, I had to replace BOSEconomy because it has been abandoned. I replaced it with a really good economy plugin, CraftConomy. Everything else works good with it. It hooks through Vault. Now <takemoney ::>is no longer working. Is there a way to get CraftConomy working with VT? If not, do you have a list of economy plugins that will allow the setup of non-player accounts that works with VT1 & VT2?
Does anybody know if VT1.3.3.1 and VT2 will work with iConomy? Never mind. iConomy's last update is almost 3 years old.
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Posted Feb 15, 2015@Lyoko_Firelyte
/vt st (/vt savetriggers) gives me an "Error parsing command! See /vt ? for help if necessary.) error. The same goes for /vt rt.
I am using the latest version on BukkitDev.