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Commands
Commands allow you to assemble a set of Actions together as a cohesive set of steps that are initiated by a specific route. Commands come in a variety of forms, but share about 80% of the same functionality. All commands can be tested out by pressing the "Play" button next to them and can be edited by clicking the "Edit" button. Commands that are created by you can also be deleted by pressing the "Delete" button.
Below you'll find the various types of Commands that exist and what specific features each of them have:
Chat commands are triggered based on chat text entered by users. Commands are single word, case-insensitive, and all start with the "!" character. You must specify the name of the command, who is the minimum user type who can use it, the actual chat text commands that correspond to it, and the cooldown before the command can be used again. You can specify 1 or more chat text commands per command.
Interactive commands are linked to a specific interactive control and are triggered when that control is interacted with. You must specify what type of interaction triggers this command to run and what the spark cost associated with it is. You also must specify the cooldown of this command, whether it have its own individual cooldown or whether it shares the same cooldown amount as a group of controls. All controls under a group cooldown at the same time when any of them are interacted with.
Event commands occur when an associated event is triggered. Events command details are currently pre-populated based on the event that you selected. Future updates will allow you to create custom event commands.
Timer commands occur on a timely-basis as defined by the Timers feature. All that is required for a Timer command is to specify a name for it.