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 May 12, 2014Is there a way to stop a script from running when it is half way through? such as a /vtclickstop command , that way if I am testing a long script and want to stop it during its sequence I can?
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Posted May 11, 2014Does anyone have a way to make this work with Vault installed. I believe that this is the issue I am having. Disabling Vault let it work as expected ( fantastically ). This may well be the greatest plugin ever. Thanks for the plugin, and assistance if you have any. http:dev.bukkit.org/bukkit-plugins/variabletriggers/forum/scripts/66359-cmd-cmdcon-and-cmdop-do-nothing/#p2
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Posted May 10, 2014Summers almost here.
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Posted May 5, 2014@Deatknight842
Just decontaminate all cross-world transportation. VT can handle all warping between worlds.
@Lyoko_Firelyte
http://jd.bukkit.org/rb/doxygen/da/d10/classorg_1_1bukkit_1_1event_1_1player_1_1PlayerInteractEvent.html
A right-click air event would be really nice. I would also really love a redstone event that can check when a block is powered, so VT scripts can run when a button is shot with an arrow.
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Posted May 5, 2014@Lyoko_Firelyte
Hmm.. So hypothetically if you added that, I could make sure a player will change their class to "default" no matter how they get there. All with just two different triggers? Nice.
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Posted May 5, 2014@Deatknight842
"Called when a player switches to another world". Logging out falls under the PlayerQuitEvent, which we already have :)
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Posted May 5, 2014@Lyoko_Firelyte
I seen that before I came here trying to figure it out myself, I thought you already knew about it and it just didn't work right with the plugin or something. That would be a wonderful addition though:) I'm still not sure how it would act to a player logging out of the server however, If that would still be considered "leaving world"
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Posted May 5, 2014@Deatknight842
LOOK WHAT I FOUND!
http://jd.bukkit.org/rb/doxygen/d0/d4f/classorg_1_1bukkit_1_1event_1_1player_1_1PlayerChangedWorldEvent.html
I might add that in the next update if I have time :)
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Posted May 5, 2014@Kiak
Well this is what I'm trying to do: I'm using Heroes in one of my worlds, And it does not support the option to disable it for certain worlds. So to combat this I made a "vanilla" class that I wanted people to get switched too when not in the Heroes world.
Unfortunately, Taking into account all the different ways to get off that world. Including just logging off. I will probably just have to remove Heroes. Unless you think this could be possible with VT?
People would be able to change worlds by plainly logging off and relogging into the Hub, Through Portals, and Quick Transit. Probably setting homes too.
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Posted May 4, 2014@Kiak
Example on teleport command.
normal command is "/world Worldname"
use VT to
Note that this won't override your /world teleport command, but run at the same time.
You can do a similar thing with areas at regular world portals
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Posted May 4, 2014@Deatknight842
how is the player leaving the world?
you can add Area and Cmd triggers so that you log their world change yourself. then you can have stuff react to it like you're asking.
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Posted May 4, 2014@Deatknight842
Non-functional placeholders can be used correctly when on Quit events, including <worldname>.
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Posted May 4, 2014@Lyoko_Firelyte
Hello, Would it be possible to add an event that would run when a player leaves a specific world?
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Posted May 3, 2014I just tried using the <uuid:> functional placeholder and it doesn't seem to work at all in combination with Objvars. The call of some $<uuid:placeholderordirectname>.somevar will only print the uuid, after taking about 7 seconds to fetch it. What is wrong here?
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Posted May 3, 2014@Heterosapien
I was just about to make a bad paint job as well but you beat me to it! :D
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Posted May 3, 2014@Hallalex
You didn't look very hard.
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Posted May 3, 2014Do you have a page just for all of the @(STUFF)? And if you do have a page for it, can you make it more visible somewhere? Thanks! :)
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Posted May 3, 2014@Lyoko_Firelyte
I now get the weird characters, my console output does not support them being colored (mcmyadmin). Other plugins seem to also accomplish colored output without making the console print and log your unicode.
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Posted May 3, 2014@KyadCK
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Posted May 3, 2014@lexlaiden @Lyoko_Firelyte
Any word on when the next update might come out? I'm still waiting for Factions, MCore and Essentials to support UUID stuff, but I wouldn't mind playing with some shiny things while I wait. :P