#(space.slayer) Right click npc

13 messages · Page 1 of 1 (latest)

jovial stone
#

when a player right clicks an npc it will send 4 of the same message ;/

rapid gobletBOT
#

Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

inland egret
#

!c ratelimit

shut sparrowBOT
# inland egret !c ratelimit
Group

queue

Syntax

ratelimit [<object>] [<duration>]

Short Description

Limits the rate that queues may process a script at.

Description

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...

jovial stone
inland egret
#

!t <n>

jovial stone
#

Last thing, how can i disable/hide chat for x minutes, meaning any sent message will not be visible

shut sparrowBOT
inland egret
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!e player chats

shut sparrowBOT
# inland egret !e player chats
Group

Player

**WARNING**

Using this will forcibly sync the chat thread.

Event Lines

player chats

Switches

message:<matcher> to only process the event if the chat message matches an advanced matcher.

Triggers

when a player chats.

Has Player

Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Context

<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.

Determine

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.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

jovial stone
#

ty

inland egret
#

np, please /resolved if you're all good