#(space.slayer) Right click npc
13 messages · Page 1 of 1 (latest)
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!c ratelimit
queue
ratelimit [<object>] [<duration>]
Limits the rate that queues may process a script at.
Limits the rate that queues may process a script at.
If another queue tries to run the same script faster than the duration, that second queue will be stopped.
Note that the rate limiting is tracked based on two unique factors: the object input, and the specific script line.
That is to say: if you have a 'ratelimit <player> 10s', and then a few lines down a 'ratelimit <player> 10s',
those are two separate rate limiters.
Additionally, if you have a 'ratelimit <player> 10s' and two different play...
tysm <3
!t <n>
Last thing, how can i disable/hide chat for x minutes, meaning any sent message will not be visible
!e player chats
Player
Using this will forcibly sync the chat thread.
player chats
message:<matcher> to only process the event if the chat message matches an advanced matcher.
when a player chats.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.message> returns the player's message as an Element.
<context.format> returns the chat message's raw format.
<context.full_text> returns the full text of the chat message (ie, the written message with the format applied to it).
<context.recipients> returns a list of all players that will receive the chat.
ElementTag to change the message.
"FORMAT:<ScriptTag>" to set the format script the message should use.
"RAW_FORMAT:<ElementTag>" to set the format directly (without a format script). (Use with caution, avoid if possible).
"RECIPIENTS:<ListTag(PlayerTag)>" to set the list of players that will receive the message.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
ty
np, please /resolved if you're all good