
dev/beta build VTV2 additions
 - self-reminders and for KyadCK, thanks for testing ;D
 - this is not meant to be a full documentation, I'm just throwing things here so I know what I added
 - / or didn't add /

new placeholders:

== area ==

<movetype>  EXIT / ENTER

<isflying>

== block break / place ==
<blockmaterial>
<blocklocation>
<blockxp>

== player death ==
<isprojectile>
<killerentitytype>
<deathcause>

== potion splash ==

<potion:name>
<potion:lore:index>
<potion:displayname>
<potion:enchant:index>  returns name_level
<potion:amount>
<potion:lore:amount>
<potion:enchant:amount>
<potion:effect:amount>
<thrower>
<throwername>
<affectedentity:amount>
<affectedentity:index:type>
<affectedentity:index:name>
<affectedentity:index:location>
<potion:effect:index:type>
<potion:effect:index:amplifier>
<potion:effect:index:duration>

== player click air, player click block, player trigger pressure plate ==

<clicktype>
<blockid>
<blockdata>
<blocktype>
<blockmaterial>
<blocklocation>

<clicktype> can be 
 - RIGHT_CLICK_AIR
 - LEFT_CLICK_AIR
 - RIGHT_CLICK_BLOCK
 - LEFT_CLICK_BLOCK
 - PHYSICAL

>> only <clicktype> for "air" for obvious reasons

== server list ping ==

<motd>
<hostaddress>
<onlineplayers>
<maxplayers>

== item despawn ==

<despawneditem:name>
<despawneditem:lore:index>
<despawneditem:displayname>
<despawneditem:enchant:index>  returns name_level
<despawneditem:amount>
<despawneditem:lore:amount>
<despawneditem:enchant:amount>

== item spawn ==

<spawneditem:name>
<spawneditem:lore:index>
<spawneditem:displayname>
<spawneditem:enchant:index>  returns name_level
<spawneditem:amount>
<spawneditem:lore:amount>
<spawneditem:enchant:amount>

== player enchant ==

<enchanteditem:name>
<enchanteditem:lore:index>
<enchanteditem:displayname>
<enchanteditem:enchant:index>  returns name_level
<enchanteditem:amount>
<enchanteditem:lore:amount>
<enchanteditem:enchant:amount>

== entity explode ==

<explodedblock:amount>
<explodedblock:index:type>
<explodedblock:index:byte>
<explodedblock:index:location>
<yeild>
<entitytype>

== entity create portal ==

<portaltype>
<entitytype>

== vehicle enter / exit ==
<entitytype>
<entityname>

== bed enter / exit ==

== player / console command ==
<cmdarg:1> to infinite
<cmdarg1> to infinite

== entity death ==

<drops:0> to infinite (mat name to lower case)
<droppedexp>

== inventory click ==

<clickeditemenchant:index>
<inventorysize>

== player join/quit ==

Set cancelled to prevent message from coming up
Broadcast your own later?

== entity damage ==

<damagedbyplayer>
<damageamount>
<damagecause>

== lightning strike ==

== bucket fill/empty event ==

<waterlocation>
<emptylocation>

== drop item event ==

<droppeditem:name>
<droppeditem:lore:index>
<droppeditem:displayname>
<droppeditem:enchant:index>  returns name_level
<droppeditem:amount>
<droppeditem:enchant:amount>
<droppeditem:lore:amount>

== item hold ==

<oldslot>
<newslot>

== projectile hit event ==

<projectile>
<projectileshooter>
<projectileshootername>

new scripts:

@MODIFYPLAYER:
    - DAMAGE <amount>
    - PLAYERTIME <number>

@SETMOTD <message>
@SETCANCELLED <event name> <true/false>
@WORLDEDIT SETPOS1 <loc>

functional:

<health:optionalplayer>
<maxhealth:optionalplayer>
<contains:arg1:arg2>
<isop:player>
<playerloc:world>
<random:from:to>
<arraysize:@Some.List>
<contains:args[0]:args[1]>
<triggerloc:x>  (to z) and world

@IF == for exact
@IF = for non-case

@CALL this:scriptName - calls another method in the same file
@WHILE acts a bit nuts if you nest it. Oh well.
 - fix added that waits for the @WHILE to finish before moving on
 
@LOOP removed. Use @WHILE & a counter variable.
Once again, I'm lazy as hell.

new help menus:

ADDED EXTRA SEXY

new commands:

/vt debug (toggle debug status)
/vt s ?  (script manager)
Some commands reformatted
/vt ?, /vt core

extras?:

@OPENINV <name> [player]


=== area triggers ===

Added a priority system instead of the whatever it was before ???
higher priority will be the region you're standing in
(less complicated)

You can no longer edit / delete / add scripts for area triggers in game
I'm a lazy-bum, basically.
You can define areas though still.

<sn:> is deprecated
@QUIET is deprecated
[placeholder] replaces first, then <placeholder>
@SET for all data types
@IF $some.var instead of @IF s $some.var // auto detection on old scripts
move vars from obj.dataType.key to obj.key on boot
@Some.Array is now $Some.Array because the [ ] is a better indicator; $Some.Array[10] is clear enough

auto spigot detection, uses sync thread when necessary
=== works with 1.8+ with trove library excluded! ===