5 Commits

Author SHA1 Message Date
JappaWakka
d01af0ad9d Prevent crash if clearing nonexistent scriptdelay 2025-02-22 12:41:38 +01:00
JappaWakka
9b942ab977 Expanded @Script.Delay with ItemCount DelayType
Also made each Script Delay be defined with an identifier so you can have multiple delays running at the same time!

* arg0 = Identifier
* arg1 = Script Path
* arg2 = Delay Type (Steps, ItemCount)
// Steps
* arg3 = Amount of steps
* arg4 = Whether to display the remaining steps in the start menu
//ItemCount
* arg3 = Item ID
* arg4 = Compare Type (Equal, Below, EqualOrBelow, Above, EqualOrAbove)
* arg5 = Item Amount

With the ItemCount type you can run a script when you do or do not have a certain amount of items
2024-12-28 19:26:01 +01:00
JappaWakka
c0101a122a Replaced script steps thing with @script.delay
@Script.Delay(ScriptPath,DelayType,DelayValue)
Executes a script file after something happened (like having moved a certain amount of steps)

@Script.ClearDelay(ScriptPath,DelayType,DelayValue)
Clears the register created with @script.delay, preventing the script from being executed.

<script.delay(ReturnType)>
Returns a different thing depending on what you write for ReturnType:
"type" - returns what kind of trigger the script delay uses (only "steps" atm)
"script" - returns the script that will be executed after the delay ended
"value" - returns when the trigger ends, like how many steps are left for example
2023-10-30 13:28:30 +01:00
JappaWakka
78cd53d745 Added <system.scripttrigger>
Returns what triggered the current script (NPCInSight, NPCInteract, ScriptBlockWalkOn, ScriptBlockInteract, Notification, PhoneReceive, PhoneCall, StartScript, ScriptCommand, StrengthTrigger, MapScript, ChatCommand).
2023-08-06 16:17:05 +02:00
nilllzz
a1786d5181 literally touch every file reorganizing the solution 2018-02-21 16:34:06 +01:00