clearTimer(name: string)
Forgets a marked moment, so the next ready() for it is true again.
| Parameter | Type | What it does |
|---|---|---|
| namerequired | string | the timer to forget |
clearTimer("banked")
4 timers commands, generated from the engine's own registry — signatures, parameters and a worked example each. A does something command acts on the game; a needs x() one answers a confident wrong answer when its client hooks are missing.
clearTimer(name: string)
Forgets a marked moment, so the next ready() for it is true again.
| Parameter | Type | What it does |
|---|---|---|
| namerequired | string | the timer to forget |
clearTimer("banked")
mark(name: string)
Remembers 'now' under a name, so since() and ready() can measure from it. Call it after doing the thing the cooldown guards.
| Parameter | Type | What it does |
|---|---|---|
| namerequired | string | the name of the moment to remember |
mark("banked")
ready(name: string, everyMillis: int) -> bool
Whether a cooldown is up: true when it has been at least this long since the name was marked, and always true the first time before any mark.
| Parameter | Type | What it does |
|---|---|---|
| namerequired | string | the name that was marked |
| everyMillisrequired | int | how long the cooldown is, in milliseconds |
if ready("eat", 3000) { print("can eat") }
since(name: string) -> int
How many milliseconds since a name was last marked, or a very large number when it has never been marked.
| Parameter | Type | What it does |
|---|---|---|
| namerequired | string | the name that was marked |
if since("banked") > 60000 { print("a minute has passed") }