A method says what should happen. A flag says when it should happen.
With one line at the top of a script, SER can turn ordinary methods into a player command or connect them to a game event.
Create medic.ser:
!-- CustomCommand medic
-- availableFor player
-- requireSender
-- description "Restores 35 health"
-- cooldown 30s
Heal @sender 35
Hint @sender 4s "<color=#73ff73>Medic charge used: +35 HP</color>"
Reply "Medic charge used."
Reload once so the new command is registered:
serreload
A player can now enter .medic in their client console.
The script has three parts:
!-- CustomCommand medicbinds this script to the command.- The
--lines configure who may use it and how often. - The ordinary methods perform the useful work.
@sender is a value SER provides when a player uses the command. You do not
need to understand all variable rules yet; for now, read it as the player who
ran this command. -- requireSender prevents the script from starting when no
player-backed sender exists.
Create welcome.ser:
!-- OnEvent Joined
-- require @evPlayer
Broadcast @evPlayer 10s "Welcome {@evPlayer -> name}!"
Hint @evPlayer 6s "Have fun—and read the rules."
This time there is no command to run. OnEvent Joined starts the script when a
player joins. SER supplies @evPlayer, meaning the player involved in this
event.
The -- require line says the script is useful only when that event value is
available. The -> name part reads the player's name; properties get their own
tutorial later.
Use the server rather than guessing names:
serhelp flags
serhelp CustomCommand
serhelp events
serhelp Joined
Specific event help lists the values it provides and whether the event can be cancelled.
Change the welcome duration, colors, or wording. Then try another event from
serhelp events. Keep the first version small: one event, one visible result.
You already know enough to create useful commands and reactions. The next step is learning the player shortcuts which make those methods powerful.