#CLASS {missiontimers} {kill}; #CLASS {missiontimers} {open}; #NOP ==[ Load Sausage Mission stuff ]== #READ {src/missiontimers/sausage_lite.tin}; #ALIAS {missions} { #if {&missions} { #echo {Mission Timers:}; } { #return; }; #if {&missions[sausage]} { #foreach {$missions[sausage][active_list][%*]} {player} { #showme {\t$player is cooling down on sausage missions.}; }; #foreach {$missions[sausage][retry_list][%*]} {player} { #showme {\t$player is not able to request a new sausage mission.}; }; }; }; #nop "#event {RECEIVED OUTPUT} {%0}" catches all the things.... one event trigger #nop and process a bunch of stuff? #CLASS {missiontimers} {close};