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 Jul 24, 2014@KyadCK
MySQL support. YES! FINALLY! ???
Is this available in the latest download or when will it be available? Soon, I hope. Is there any documentation describing it's use?
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Posted Jul 24, 2014@laacis2
Wow, That's pritty streight forward. The only thing I can think of is to suspect that maybe the new <playeruuid> is throwing you a curve. Try naming it $q10.<playername> to see if the problem persists. Other than that, it looks like you have possibly days of troubleshooting ahead of you. That's what my scripting has been like. Write a new game function and then spend the next couple of days isolating, testing, debugging and making sure that I am not dealing with a VT limitation or bug.
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Posted Jul 24, 2014@KyadCK
I totally forgot about left/right click, my bad. I had made all @IF statements return both true and false when I was implementing @FOR by accident, and I lost track of my to-do list :P
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Posted Jul 24, 2014@Lyoko_Firelyte
1) MySQL support. YES! FINALLY!
2) OnlinePlayers/OnlineUUIDs. Sweet, that saves me time.
3) @CANCEL. Why not just do it like Override: and Cooldown:? It would have fit this way better in my opinion, being that it must be the first line anyway.
4) @FOR/@ENDFOR/@IF. Cool. Needed more array support, this should simplify things. I assume it follows all other loop rules such as 1000 max?
5) <hasitem>. neat.
6) <sn:>. That would have saved me a lot of time if it came out before string arrays. Not so much anymore, but still useful I'm sure.
7) No right/left click triggers? :(
@adambor
Cmon guys, it's a scripting language, you don't need a command for every little thing. It is possible to do what you ask with existing code and have full functionality. It's a simple IF check and works exactly like a FirstJoin event would anyway.
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Posted Jul 23, 2014@Lyoko_Firelyte
Works but it isn't on the right and the download button still goes to 1.3.2. :P
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Posted Jul 23, 2014@KyadCK
Try this link?
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Posted Jul 23, 2014@Lyoko_Firelyte
So I take it we are now in the painful "Wait for bukkit to approve it" stage? Can't wait to see all the new changes.
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Posted Jul 23, 2014Please remember to report bugs with the new release, I had to do some crazy restructuring to get my new additions to work. @FOR was a tricky one!
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Posted Jul 23, 2014@laacis2
what i have noticed is that vardata.yml is rearranging order of objects every now and then, and some of variables in these objects just vanish.
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Posted Jul 23, 2014@AncientTom
what i have is i have made a data storage that saves each player completing quest.
variable is string $q10.<playeruuid>. when player starts quest it does @SETSTR $q10.<playeruuid> 6 and when he complete it, it does @SETSTR $q10.<playeruuid> 2. only one quest and one stage has a deal with $q10 object. But nobody is touching it, and it still keep being ravaged.
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Posted Jul 23, 2014@adambor
That's a good one. I could use that one myself.
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Posted Jul 23, 2014@laacis2
Are they being deleted or are they being changed by other players using the same Object variables or are they being changed by other scripts using the same object variables. If you are not using an Obj.var naming structure that makes transient variables unique to each script and those, transient or not, unique to each player, you are open to this kind of contamination. I have developed a standard of scripting whereby all transient variables use an object name of $ScriptName<player>.Variable. This way all local variables are unique to the script it's running in and the player running it. Then, before the script exits, the object is deleted. If the variables are game wide and assigned to the player, I give the object a descriptive name with a suffix of <playername>.
Good luck with this one. This is going to be hard to find. Oh, and look through all your scripts for a @DELVAR that is working on the same object that your variables are disappearing on.
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Posted Jul 23, 2014@Lyoko_Firelyte
AAAAHh! I finally got Magic Loader 1.2.5 working with MC 1.7.9. Previous versions, 1.7.2 and earlier had a native sub-folder in each MC version's folder. I did 'sudo apt-get install liblwjgl-java' and it installed the latest shared library files in /.minecraft/bin/natives. Since there seams to be no setting to tell Magic where to look for this, I moved a copy of the natives folder to the 1.7.9 game folder, matching my 1.7.2 folder configuration and, Wallah, It's now working. I am now up and running on 1.7.9 server and client with Magic Launcher.
Tomorrow, I start useing Variable Arrays, <playerloc:X,Y,Z>, and <eval:> which means a complete re-write of my scripts again.
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Posted Jul 23, 2014Pleaae can you add first join event. Thanks
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Posted Jul 23, 2014my quest completion variables are deleting by themselves causing mass havoc.
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Posted Jul 23, 2014oh please please make <hasitem:> check armor slots!
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Posted Jul 23, 2014@Lyoko_Firelyte
oh ty
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Posted Jul 22, 2014@AncientTom
Use the normal client? You go to profile editor and select the latest version and it patches it for you.
Also, I've fixed the bug that occurs when you click the bug iconcough
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Posted Jul 22, 2014@laacis2
Click the key icon at the top.
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Posted Jul 22, 2014@Lyoko_Firelyte
About overhaul of menu.. the permissions page is left out