Actions

Difference between revisions of "Simplified Scripting"

From Iron Realms Nexus Client Documentation

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== Label ==
== Label ==
This action does nothing at all. It is used together with the If, Repeat, and Goto actions to do conditional execution and looping.
This action does nothing at all. It is used together with the If, Repeat, and Jump to actions to do conditional execution and looping.


[[File:Action-repeat.png]]


== Jump to Label ==
== Jump to Label ==

Revision as of 06:04, 8 February 2016

Simplified Scripting in Nexus allows users to create complex triggers, aliases, and keybinds using a user interface. Previously this could only be accomplished with advanced scripting options.

There are 15 different actions you can use. Hide the line, Highlight and Rewrite cannot be used for aliases and keybinds.


Send a command

This is the most basic and commonly used action. The trigger will automatically send text back to the game. In this example, the action will send attack rat when called.

Action-send.png

Show a notice

The action will just display a notice using whatever colors you choose. Typically players use these to get something to pop out at them so they know it has happened, but they may not want to automatically respond. In the example below, the game will display a bright red HIT HIM AGAIN when called.

Action-notice.png

Wait

The wait action is usually used in conjunction with other actions. In the example below, we wait 3 seconds and then attack the rat.

Action-wait.png

Wait for

This action is essentially a temporary trigger. It allows you to specify a line or pattern to wait for. Once encountered, the script will continue executing normally. If not encountered within the specified timeout, the script is aborted.

In the example below we have created a simple trigger that will fire when the client receives the text 'You have regained your mental equilibrium.'. The first action will then cause the trigger to wait 10 seconds, looking to receive the text from the game, 'You have recovered balance.'.

If the trigger receives that text within 10 seconds, it will send the next action, which is set to send the command 'kick rabbit'.

Action-wait-for.png

Hide the line (or Gagging)

You can also opt to just hide any line that matches your trigger. Sometimes this is good for text that you see over and over again and are tired of reading.

This is also referred to as a gag or gagging.

Action-hide.png

Highlight

This will highlight the text you have matched. There are more options here to highlight the text around the trigger as well.

Action-highlight.png

Rewrite

A rewrite will change the trigger text into whatever your would like. Players will typically use this to shorten long messages in combat.

In the case below we are rewriting the text in the trigger to display a bright yellow, Balance back.

Action-rewrite.png

Modify variable

The modify variable action is used to modify a certain variable. You can set it to a value, increase or decrease its value, assign the value of another variable to it, or modify it by the value of another variable. You can also assign the matched text or a captured part of it. It is a fairly flexible action.

In the example below we have created a trigger that will set the @EQ variable to a value of 1 when your character has regained mental equilibrium. In the example we also display the value of the @EQ variable so that we can make sure it is correctly set. This is probably very redundant, but is a simple example.

Action-modify-variable.png

If

This is one of the more powerful actions for reflexes. It will allow your reflexes to execute actions based on if certain conditions are true or not.

For example, you can compare two variables, or a variable and a fixed value. You can also compare against the matched text or a captured part of it. When the check succeeds or fails, you can choose whether the reflex should continue running normally, stop, or continue running from a Label action.

The example below is very simple. When a character recovers equilibrium it will check to see if the balance variable has been set to 1. The balance variable has been set to 1 or 0 from another reflex.

If the balance variable is 1, it will jump to the 'Yup' label and then show a notice that the character has both Balance and EQ.

If the balance variable is 0, it will jump to the 'Nope' label and show a notice that the character does not have Balance. It will then jump to the 'End' label.

If it did not just to the 'End' label it would also do the Yup label action and the 'You have Balance and EQ.' notice.

Action-if.png

Repeat

This action allows you to repeat a block of actions multiple times. All actions up to a label that you specify will be repeated.

Action-repeat.png

Label

This action does nothing at all. It is used together with the If, Repeat, and Jump to actions to do conditional execution and looping.

Action-repeat.png

Jump to Label

This action causes a jump to the label of your choice. It is best used inside an If or Repeat block, so you don't create an endless loop (the client does offer protection against these).


Disable this reflex

This simple action disables the current reflex.


Disable reflex

This action disables a reflex of your choice. The reflex must have a name.


Enable reflex

This action enables a reflex of your choice. The reflex must have a name.