Yes they are available, I always post them when released. No I won't link it directly, I will tell you that it's not hard to find though.
IFMATCHES provides a regex match so it can match many different patterns, IFCONTAINS simply looks for literal text in a target string.
Because you can't specify decimal seconds in WAIT. You can specify waits in integer seconds, ticks, or milliseconds. So you can either use $${WAIT(30t)}$$ for a 30 tick (1.5 second) wait or $${WAIT(1500ms)}$$ for the same thing. I'd use ticks though since it's shorter to write.
1.12 dev builds are not hard to find? Maybe for the person who knows where to look. General Google search, plus attempts with parameters of Jenkins and Github turned up nothing either. lol A little more help please?
No bugs to report so far on 1.12, at least on my end
Quick question: I have this bound to a key:
$${UnSet(&messages[])&messages[] = "&cwelcome back :)";&messages[] = "&cweba :3";&messages[] = "&cwebby!";&messages[] = "&cwb!";&messages[] = "&cwelcome back <3";RANDOM(#index,0,4);ECHO("%&messages[%#index%]%");}$$
so that when I press the key, one of the automatic messages shows up. However, the color code isn't being recognized and the chat appears as the default color. Any way to fix that?
So, I am new to this, and I am trying to make a macro that automatically does /sell stone, once I have picked up 256 stone, but I have no clue how to.
So I have came up with, "$${IFMATCHES(%PICKUPID%, 1); Wait(10); Echo("/sell stone"); ENDIF}$$" but 1) it doesn't work, 2) it doesn't see if its 256 stone.
Is there any way to get the icon for a specific status effect (E.g. the eye for night vision or the pick for haste) from the game rather than exporting the icons and using them that way? (MC 1.11.2, MKM 0.14.4)
I'm trying to recreate ArmourStatusHUD (thanks for the video about that) and StatusEffectHUD without actually using the mod and this would help greatly.
I have found that the HITDATA variable output from looking at Podzol, Acacia Leaves, Dark Oak Leaves, Lapis Lazuli Ore, Grass, and Fern are wrong. Their respective outputs are 0, 4, 5, 4, 0, and 0. But they should be 2, 0, 1, 0, 1 and 2.
I have found that the HITDATA variable output from looking at Podzol, Acacia Leaves, Dark Oak Leaves, Lapis Lazuli Ore, Grass, and Fern are wrong. Their respective outputs are 0, 4, 5, 4, 0, and 0. But they should be 2, 0, 1, 0, 1 and 2.
Blocks in the world don't actually have data, only block states, there is no "data" value to see. Because of this the value for HITDATA is the damage value for the item dropped. For example, podzol drops "dirt" so its value is 0, acacia leaves drop "leaves2" with data 0, etc. etc. All macros shows you is the internals of the game, it doesn't do anything clever it just tells you the facts as they are.
Bear in mind that all of the blockstate variant data are available so really if you care what blockstate you're looking at, you shouldn't be using HITDATA at all but should instead be inspecting the blockstate information.
Found it thanks Mumfrey, not sure how i missed it. Been monitoring this thread for over a week waiting for 1.12 details! Cheers!
Can I have both left and right mouse button keep clicked?
I could use it for making a large amount of concrete.
1.12 dev builds are not hard to find? Maybe for the person who knows where to look. General Google search, plus attempts with parameters of Jenkins and Github turned up nothing either. lol A little more help please?
For immediate assistance, I can usually be found in-game at: play.haleymc.net
Hi all <3
No bugs to report so far on 1.12, at least on my end
Quick question: I have this bound to a key:
so that when I press the key, one of the automatic messages shows up. However, the color code isn't being recognized and the chat appears as the default color. Any way to fix that?
The PICK command will not pick enchanted items in the 1.12 dev build.
Is there any way to make a "onSendChatMessage" or any other events, put a &6 in front of all my messages?
Will you ever make a forge one?
If you are trying to make your text always one color, bind this to your T key and set it to always override conflicting key binds:
That will make it so that when you press T, the &6 is already in chat and your cursor is right after it.
is there a condition for game mode?
mAke IT uSABlE foR MAC
It's very useable on mac.
Some CloudClient dude. Also some CloudPack dude.
So, I am new to this, and I am trying to make a macro that automatically does /sell stone, once I have picked up 256 stone, but I have no clue how to.
So I have came up with, "$${IFMATCHES(%PICKUPID%, 1); Wait(10); Echo("/sell stone"); ENDIF}$$" but 1) it doesn't work, 2) it doesn't see if its 256 stone.
how to click button next of villager , i dont see slot id of button?
Eh, I think only slots have slot ID's... not buttons.
Where can I find the 1.12 dev version anyone please help
It's in this very thread... I recommend you read from newest to oldest.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
I have a hint: Mumfrey didn't say "dev" but something else.
There is no use "Search"ing this thread. Just read them all.
I don't want to workーthe mad Japanese guy said. twitter -> here
Hi All,
Is there any way to get the icon for a specific status effect (E.g. the eye for night vision or the pick for haste) from the game rather than exporting the icons and using them that way? (MC 1.11.2, MKM 0.14.4)
I'm trying to recreate ArmourStatusHUD (thanks for the video about that) and StatusEffectHUD without actually using the mod and this would help greatly.
Thanks for the help.
I have found that the HITDATA variable output from looking at Podzol, Acacia Leaves, Dark Oak Leaves, Lapis Lazuli Ore, Grass, and Fern are wrong. Their respective outputs are 0, 4, 5, 4, 0, and 0. But they should be 2, 0, 1, 0, 1 and 2.
Blocks in the world don't actually have data, only block states, there is no "data" value to see. Because of this the value for HITDATA is the damage value for the item dropped. For example, podzol drops "dirt" so its value is 0, acacia leaves drop "leaves2" with data 0, etc. etc. All macros shows you is the internals of the game, it doesn't do anything clever it just tells you the facts as they are.
Bear in mind that all of the blockstate variant data are available so really if you care what blockstate you're looking at, you shouldn't be using HITDATA at all but should instead be inspecting the blockstate information.