Age | Commit message (Collapse) | Author |
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Add all build files
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Had so much trouble with centering the alert text... when all I had to do was not divide by the scale...
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The new method counts the number of times an item has dropped, instead of counting the amount of items that has dropped. This is 100% consistent, unlike the item detecting method.
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With confirmation in case some person decides to randomly type /resetloot
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Fix getting profiles of person with 1 profile with no last_save. Toggles are now off by default.
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Added /move command to move text displays. Add colour to messages and error messages in chat. Fixed slayer drops not being tracked.
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Added token and 20% chance slayer drops. Also added display for the slayer tracker with /display.
This was more difficult than I thought. I first tried to use the PlayerEvent.ItemPickupEvent event, but it was server side only. Then I tried to use the ClientChatReceivedEvent event, but the boss slain message was sent to late. Ultimately, I decided on the PlaySoundEvent event, which waits for the noise for when a slayer boss dies.
I also have no idea what I'm doing with these commits, don't look at history.
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This reverts commit 0f232e1343fc6495d79f61af212b93fbd55e1598.
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Added token and 20% chance slayer drops. Also added display for the slayer tracker with /display.
This was more difficult than I thought. I first tried to use the PlayerEvent.ItemPickupEvent event, but it was server side only. Then I tried to use the ClientChatReceivedEvent event, but the boss slain message was sent to late. Ultimately, I decided on the PlaySoundEvent event, which waits for the noise for when a slayer boss dies.
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This reverts commit 9ef7d0c75496281946f6139e98095d01f0164ba3.
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Added token and 20% chance slayer drops. Also added display for the slayer tracker with /display.
This was more difficult than I thought. I first tried to use the PlayerEvent.ItemPickupEvent event, but it was server side only. Then I tried to use the ClientChatReceivedEvent event, but the boss slain message was sent to late. Ultimately, I decided on the PlaySoundEvent event, which waits for the noise for when a slayer boss dies.
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