#have some questions about various scripts

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tulip brook
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So I’m working on a side project, and there’s a few things scripting wise that I’ll need help with, if anyone would happen to know what they are

I’ll post em as I go along

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The 1st thing I need help with is…

I want to do stuff with the in game time…what would be a good way of showing the current in game time?

And/or, is there a way to do scripts based off a specific time in Game?

Like:
If
Is time bla
Then

And then is it possible for the game to know if it’s day or night time?
If not, could I possibly make a script that assigns a global or “world” history, to sort of act as way to tell the world what instance it’s in time wise? If that makes sense

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Then do system and player histories work atm? Like for either:

-if you kill a mob, i can make it where it adds a player history for points?

And/or is there a way that works for the game to keep track of said points?

Maybe if histories don’t work, maybe I can do like a chest system that adds gold per kill
But then is there a way that the game can display how much of something is in a chest?

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And then is there a way to have the game give a history based or revolving around in game time?

shy parcel
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This should be very easy to do, use the "If - IsClock [1][True] - Then - History [Time][1] - ElseIf - IsClock [2][True] - Then - History [Time][2]" all the way through 24. Then for your time based events, just use "If - HasHistory [whatever time it is based on the history] - Then - script" If that makes any sence. The clock script will need to be on a loop. I can try to explain this better if this is confusing.

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Also, use "0" as the clock value to check for if it is midnight.

quick wraith
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Also, variables work as well. “Var [Time] = [Clock:]” - This sets the variable Time to the in game time. It does include decimal points unless you make a second variable Var [adjtime] = [Int:Time] - this making the variable adjtime the nearest integer. 0 is midnight. Time of 6 is when the sun breaks the edge of the map while rising and 18 is when it sets at the other edge of the map. I do believe the IsClock would be your best bet though.

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The variable method would be good for checking if it is day or night in a single instance because you can use:

Var [Time] = [Clock:]
If
Isvar [Time] [>=] [6]
Isvar [Time] [<=] [18]
Then
“Insert Day Commands Here”
Else
“Insert Night Commands Here”
Endif

quick wraith
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In regard to the other part. Currently, some methods of assigning histories appears to not communicate between the local player and the host.

I am currently not where I can check in game, but I do believe you can convert the value of an item in a chest to a history using variables.

// Replace x,y,z with your chest location.
Var [Coins] = [Inv:[GoldPieces] [x,y,z]]
History [Coins] [Coins] - for system or
History [Coins] [Player] [Coins] - for player history

Either way it involves assigning a history though and it is bugged for some methods of activating the script.
https://discord.com/channels/259780503115137028/1183452893534240768

charred cedarBOT
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🎛 SCRIPT - Var

Var: Declare variables and assign values.

  var [name] [name]...[name]
  var [name] = [value] op [value]...op [value]

  There are two forms of the var command. One declares one or more variable names, the other assigns a value to a single variable, based on an expression.
  A script cannot have more than 256 variables.

  `[name]` - The name of the variable. Variable names cannot have spaces or contain any of the following characters: :~`!@#$%^&*()-=+|\\/?<>,.
  Variable names cannot be one of the following: var, true, false, on, off, player, clan, history, syshistory, clanhistory, health, maxhealth, reach.
  Variable names are not case sensitive.

  `[value] op [value]...op [value]` - An expression made up of one or more values and operators. Operators do not need to be surrounded by square brackets.
  `[value] may be a numeric literal, another variable or a built in value type as listed below.

  Built in [value] types:
  `[Abs:x]` - The absolute value of x.
  `[Sin:x]` - The sine of x.
  `[Cos:x]` - The cosine of x.
  `[Tan:x]` - The tangent of x.
  `[Sqrt:x]` - The square root of x.
  `[Single:x]` - x converted to single precision.
  `[Int:x]` - x converted to an integer.
  `[Neg:x]` - Negate x.
  `[-x]` - Same as [Neg:x].
  `[pi:]` - The value of PI.
  `[Clock:]` - The current clock.
  `[Health:]` - The players current health.
  `[MaxHealth:]` - The players current max health.
  `[Reach:]` - The players current reach.
  `[Pos:x|y|z]` - The players current X, Y or Z position.
  `[Eye:x|y|z]` - The players current X, Y or Z eye position.
  `[Vel:x|y|z]` - The players current X, Y or Z velocity.
  `[View:x|y|z]` - The players current X, Y or Z view direction.
  `[Rel:x|y|z]` - The scripts relative block X, Y or Z.
  `[PRel:x|y|z]` - The players block position X, Y or Z.
  `[CRel:x|y|z]` - The players cursor X, Y or Z.
  `[Script:x|y|z]` - The scripts X, Y or Z offset.
  `[Skill:x]` - The players current skill level.
  `[Skillxp:x]` - The players current skill xp.
  `[Rand:x]` - A random number between 0 - x inclusive.
  `[Hash:text]` - Returns an integral hash of text. [gamertag] substitution supported.
  `[History:key]` - The value of the player history [key].
  `[SysHistory:key]` - The value of the system history [key].
  `[ClanHistory:key]` - The value of the clan history [key].
  `[Block:x,y,z]` - The block id at x,y,z.
  `[Aux:x,y,z]` - The aux data at x,y,z.
  `[Light:x,y,z]` - The light at x,y,z.
  `[SunLight:x,y,z]` - The sun light at x,y,z.
  `[BlockLight:x,y,z]` - The block light at x,y,z.
  `[Inv:[Item][x,y,z]]` - Inventory. If x,y,z is omitted, player inventory is used.
  `[Distance:[x,y,z][x,y,z]]` - Get the distance between the two points.
  `[GamerCount:all|local|remote]` - Get the number of gamers in the world.
  `[GamerCount:[zone][all|local|remote]]` - Get the number of gamers in a zone.
  `[GamerCount:[x,y,z][x,y,z][all|local|remote]]` - Get the number of gamers in a cubic area.
  `[GamerCount:[x,y,z][radius][all|local|remote]]` - Get the number of gamers in a spherical area.
  `[NpcCount:npctype]` - Get the number of NPCs in the world.
  `[NpcCount:[zone][npctype]]` - Get the number of NPCs in a zone.
  `[NpcCount:[x,y,z][x,y,z][npctype]]` - Get the number of NPCs in a cubic area.
  `[NpcCount:[x,y,z][radius][npctype]]` - Get the number of NPCs in a spherical area.