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.
















-
View User Profile
-
Send Message
Posted Jul 22, 2014@Lyoko_Firelyte
I have been trying to upgrade with miserable failure. The only thing that has gone right is the actual 1.7.9 server upgrade itself. The console looks good so far with all plugins loading properly and no errors or warnings. Problem is the most current Minecraft client that I have running is 1.7.2. It shows servers in my multiplayer list including one thats running bukkit 1.7.8 shows available for connection but my server at 1.7.9 is not connectible.
So I downloaded Minecraft 1.7.9 client and tried launching that with MagicLoader and it won't launch, lots of errors. I tried 1.7.4 client and the same thing. The one intelligible message was, Missing required option(s) ['userProperties']. Isn't this an Oxymoron? Why would an option be required.
Anyway, anyone have any ideas?
-
View User Profile
-
Send Message
Posted Jul 22, 2014@AncientTom A beta build from bukkit will run fine, you won't notice a difference. Dev builds are really only the ones that cause trouble.
-
View User Profile
-
Send Message
Posted Jul 22, 2014@AncientTom
i run 1.79 spigot on production server and it works stable. Actually i only have had 2 major breakages due to spigot version past 2 years.
-
View User Profile
-
Send Message
Posted Jul 22, 2014I have decided to finally bite the bullet and upgrade my bukkit server to 1.7.9 so that I can upgrade my VT version to 1.3.2. I've run into the limitation that no more than one <var:> per obj.var name is allowed. VT parses the name for embedded variables and when it finds the first one, VT handles it, and then stops looking. So, I need to start using Arrays which was introduced in 1.3.
My problem is, I find that I am already running the latest recommended bukkit version, 1.6.4, and the game version number that is specified for VT version 1.3 is game version 1.7.9. Every bukkit version beyond 1.6.4 are all Beta releases. I am reluctant to put a Beta version on line. The highest VT version number that will work with my game is 1.2.7.
I'm looking for any and all suggestions.
Thanks
-
View User Profile
-
Send Message
Posted Jul 22, 2014The bug icon link, above, has a bug. ;-)
-
View User Profile
-
Send Message
Posted Jul 22, 2014@KyadCK
Thanks for your input but my loop is actually a loop within a loop searching out a 5 square block area looking for a location with a valid object name. I would have to create the whole loop structure twice in order to set the first char of the new string. While this can be done, the script would be just too bloated to do it. I have it working now by using @CMD run vt delvar ScriptObject. I just wish that every time this command is run, it didn't dump all the object names to the console while searching the object list. This makes the console useless to monitor what's happening in the game.
-
View User Profile
-
Send Message
Posted Jul 22, 2014I think you should add a place holder like <getmoney:<playername>> to get the amount of money player has. That would be better.
-
View User Profile
-
Send Message
Posted Jul 21, 2014@AncientTom
Make an IF statement in the loop that checks the number of time the loop has run... 1st run, SETSTR, not first run, ADDSTR. Make it set the variable to 1 before the loop and add 1 to it at the end of each loop segment.
-
View User Profile
-
Send Message
Posted Jul 21, 2014@KyadCK Actually, I can do that but it means more scripting to sample the target string from outside the loop first. Thanks.
Woops. I can't do that. I am talking about a variable that I am building from sampling each character of other strings that are not yet known until they are calculated from within the loop. So, I can't preset the 1st character from an unknown variable outside the loop. I need a way to actually reset the variable.
Actually again, thanks for your input but I think I'll just create a temproary exclusive object for this variable and delete this object with @DELVAR when finished.

-
View User Profile
-
Send Message
Posted Jul 21, 2014@AncientTom
Use SETSTR to set it to the first bit of whatever new thing you want, then use ADDSTR after that.
-
View User Profile
-
Send Message
Posted Jul 21, 2014@laacis2
That would create a string with the character of zero in it. I need to clear a string variable so I can start building a new string in that variable with @ADDSTR.
-
View User Profile
-
Send Message
Posted Jul 20, 2014@AncientTom
@SETSTR 0 maybe?
-
View User Profile
-
Send Message
Posted Jul 20, 2014I need a way to reset a string variable back to zero length or a null without using @DELVAR.
Anybody have any ideas?
-
View User Profile
-
Send Message
Posted Jul 19, 2014Wow, you cleaned up the overview page.
-
View User Profile
-
Send Message
Posted Jul 18, 2014@laacis2
I have Walk triggers placed throughout the maze that randomly may TP the player to one of more than a dozen different points throughout the maze so that it's impossible to memorize how to traverse it. I may remove this feature though because I think that it may take away incentive to play in the maze.
-
View User Profile
-
Send Message
Posted Jul 17, 2014@AncientTom
I usually look for alternate ways if vt can not do something for me. For example i made similar maze, and it has lots of <random1to:>'s for ensuring that maze is different to complete all time
-
View User Profile
-
Send Message
Posted Jul 17, 2014@laacis2
Hmmmm? What do you mean by desktop automation? I'm not running the game on a desktop. The game I'm building is not so mini. It's a remote multiplayer server with lots of mining, commerce, farming and ranching, mideval PVP, and a hugh arena for orginized one on one PVP. I made a maze that moves you around and traps to fall in and fight mobs for loot, and a hidden pirate's cave with lots of skeletons and loot.If you complete the maze, you get dropped into a ghost mine where you can mine at your hert's content. It's in a region of about 200 by 400 by 60 blocks deep. The whole regeon gets reset once a day in the early morning hours.
-
View User Profile
-
Send Message
Posted Jul 17, 2014@AncientTom
sounds very big and complex. some kind of a minigame going on there? For right now you should have a go with desktop based automation. I use macro recorder myself sometimes. That'd be best you could go for if Lyoko can not add the function for any reason.
-
View User Profile
-
Send Message
Posted Jul 17, 2014@laacis2
Please forgive this verbose explanation of my desire to attach an automated trigger creating algorithm to my Door scripts. After all that's one of the reasons for scripting in the first place, to automate repetitive processes.
Right now my process for creating a door is stand at the doorway, do '/door create -h double -t wood' and hit enter. This places double wooden doors in the wall in front of where I'm standing. Then, I move to arm's length of where the triggers will go and enter '/vtw @CALL Doors:OpenDoor' on the chat line. Then, I right-click on the trigger block with a bone, recall '/vtw @CALL Doors:OpenDoor', right-click on the trigger block for the door on the right side. Then, I move through the doors and reposition myself for the triggers on the other side, recall '/vtw @CALL Doors:OpenDoor' , click on the next trigger block with a bone, recall '/vtw @Call again, and click on the other door's trigger block. Now a double door is complete.
This is a lot of verbiage to detail a creation process that takes about 15 seconds to perform. The cumulative effect of saving 15 seconds per door for 700 doors and 4 triggers each is at least 21 hundred seconds which translates into well over a half hour of saved time. Even more, because you cannot do this kind of repetitious work at top speed without slowing down and taking small breaks, the time saved could be hours.
The reason for creating a script for this in the first place is not to replace the manual placing of a door that takes less than 3 seconds to do, it's because I found myself building an unreasonably hugh doors script file and haven't even begun on the cell blocks that have a massive amount of doors. This replaces the need of a script for each of the 2 thousand plus doors in a single game without needing pressure plates that hang out in the walkway for all to see and step on. My door script file removes the need of one script for each door triggered by VT walk and reduces the whole door process to a couple of scripts. Well, maybe eleven scripts.
If there is any interest in me sharing this work, let me know.
-
View User Profile
-
Send Message
Posted Jul 17, 2014The new style looks awesome! :) I've been using this plugin for a long time and never posted here... I just want to say thank you to Lex - for make this awesome plugin; and for Lyoko for maintain it. Thank you so much guys! :)