I'm having issues trying to get the macro to repair my sheers when they degrade to 65%, I've correctly entered the macro and I put I tried using both the onitemdurabilitychange thing, and making my own macro that runs on a loop, but for some reason the %DURABILITY% thing doesn't detect sheers?
For the onitemdurabilitychange box I entered this:
In both cases it didn't repair the sheers =/ I was thinking about making something that would detect whether I am holding sheers and run the durability thing, but I doubt it will work; I'll try it anyway though.
Just thought I would let you know, thanks for the awesome mod =P I used it for a large variety of things.
Edit: In both cases the script worked perfectly fine on a wooden pickaxe.
This is great but I have a problem I wonder if anyone can help me with it?
I want to run two clients, both with this mod and the problem is I want to play on one client while the other client runs one of my scripts. However, when I change focus from one client to the other, it stops running the scripts.
Does anyone know how to force the scripts to keep running, even when the game has lost focus? Is this even possible?
Press F3+P to disable the pause-on-unfocus function.
I'm having issues trying to get the macro to repair my sheers when they degrade to 65%, I've correctly entered the macro and I put I tried using both the onitemdurabilitychange thing, and making my own macro that runs on a loop, but for some reason the %DURABILITY% thing doesn't detect sheers?
It's a weird quirk of the game, onDurabilityChange doesn't fire for shears because, instead of the server adjusting the durability of the shears in your hand, you actually get sent an entirely new set of shears with decreased durability, this means that the bit of the code which says "don't fire the event if the item in the slot is different" inhibits the event.
I already added an exception for fishing rods and hoes, which have the same issue, this is the problem with exceptions though, there always seems to be another one. Urk. Anyway I've put this on the todo list.
Would it be possible in this mod to enable a extra mouse button when press to mimic another button being pressed (say mouse button 3 = escape key)?
As I have the keyid from the LWJGL codes lists
You should be able to bind to Mouse3 just fine.., just press it in the macro edit screen
Not sure if escape is possible or not, it probably is, but all other actions are just script
$${Key(use)}$$, $${Key(attack)}$$, etc.
I actually have a problem with that because i've rebound (in software) my mouse 3 to work like a mouse1.., but minecraft keeps picking up both, unlike every other game
and so whenever i use my thumb to click it keeps putting me in the edit menu for mouse 3 instead
(i rebound it because my mouse1 is nearly broken)
Mart3323, i tried it.And when i choose BomberMan --> and then everything, it always write :
"Телепортация красной команды на ивент через
3
2
1
Teleport!"
And nothing more...
This is an awesome mod, good job on it.
Anyways i was wondering if someone could code me a script to auto craft sugar and pumpkin seeds because in the server i play on we sell those for money and i cant find a script for it, so if someone could please make me
one that would be awesome! I would make one but i really dont understand how.
This is an awesome mod, good job on it.
Anyways i was wondering if someone could code me a script to auto craft sugar and pumpkin seeds because in the server i play on we sell those for money and i cant find a script for it, so if someone could please make me
one that would be awesome! I would make one but i really dont understand how.
Anyways, thanks for reading.
Regards, zSikario.
There is a script command CraftAndWait(id,amount,throw?)
For example, $${CraftAndWait(50);CraftAndWait(268,64,true);}$$
Is there any combination of the new CHATVISIBLE, CHATOPACITY etc that can make it so that chat stays visible longer during game (when not actually in the chat menu?). That is, by default chat messages pop up and fade away quickly, but I'd like to sometimes have them stay up much longer, or permanently. I've tried playing around with them and they only seem to have an effect when in the chat (T) mode.
Is there any way to make this run with forge also? I don't know how to run the forge version and the liteloader version at the same time. Before they could run together but now I'm not sure.
So, i just bind that a the key i want?
This is really confusing...
Thanks for replying anyways.
Regards, zSikario.
Yes, you bind to a key,
...but not the example i gave, unless you want to craft one torch and 64 wooden swords and throw the wooden swords on the ground =P
Creating your script:
you start out with the (purple) $${}$$
those are script tags
between the script tags you put your commands in a list, separated by semicolons if you have several (but you probably won't for now)
For crafting, you only need one command, it is CraftAndWait()
You can't just use $${CraftAndWait()}$$ though, the mod doesn't know *WHAT* you want to craft
that's where parameters come in..., the parentheses next to a command give you a space to specify certain things
in the case of CraftAndWait, you must specify the id and you may specify the amount to craft and whether you want to throw the item out of your inv.
With parameters, the command looks like this CraftAndWait(id,amount,throw?)
With script tags it looks like this $${CraftAndWait(id,amount,throw?)}$$
Of course, you'd have to use the actual values you want, not "id" and "amount", so replace those
the green parameters are optional, if you don't want to throw, you can omit that
if you don't want to craft more than one, you can omit the amount
To recap
Script: $${Command;Command;Command;Command}$$ Command: Command(parameters) parameters: first,second,third,fourth All in one: $${Command();Command;Command(parameter1,parameter2,parameter3)}$$
A real example: $${UnSprint();InventoryDown;SetLabel(message,(%%) Low health!,HEALTH)}$$
And then you just bind your script to whatever key or event you want, yes
---if you still don't understand, then fine, here's two scrips =P
$${CraftAndWait(361,64)}$$
$${CraftAndWait(353,64)}$$
but please try anyway.., it's not that hard and you'll be able to do so many things on your own
...but not the example i gave, unless you want to craft one torch and 64 wooden swords and throw the wooden swords on the ground =P
Creating your script:
you start out with the (purple) $${}$$
those are script tags
between the script tags you put your commands in a list, separated by semicolons if you have several (but you probably won't for now)
For crafting, you only need one command, it is CraftAndWait()
You can't just use $${CraftAndWait()}$$ though, the mod doesn't know *WHAT* you want to craft
that's where parameters come in..., the parentheses next to a command give you a space to specify certain things
in the case of CraftAndWait, you must specify the id and you may specify the amount to craft and whether you want to throw the item out of your inv.
With parameters, the command looks like this CraftAndWait(id,amount,throw?)
With script tags it looks like this $${CraftAndWait(id,amount,throw?)}$$
Of course, you'd have to use the actual values you want, not "id" and "amount", so replace those
the green parameters are optional, if you don't want to throw, you can omit that
if you don't want to craft more than one, you can omit the amount
To recap
Script: $${Command;Command;Command;Command}$$ Command: Command(parameters) parameters: first,second,third,fourth All in one: $${Command();Command;Command(parameter1,parameter2,parameter3)}$$
A real example: $${UnSprint();InventoryDown;SetLabel(message,(%%) Low health!,HEALTH)}$$
And then you just bind your script to whatever key or event you want, yes
---if you still don't understand, then fine, here's two scrips =P
$${CraftAndWait(361,64)}$$
$${CraftAndWait(353,64)}$$
but please try anyway.., it's not that hard and you'll be able to do so many things on your own
I kinda understood, but doesnt it need to have some kind of wait?
Like so nocheat lets me craft it.Like in the otehr script you did
$${CraftAndWait(50);CraftAndWait(268,64,true);}$$
And on the last one you didnt do the (50).
And also, what if i have to craft more than a stack? Like a full inv, and with pumpkins 4 stacks come out per pumpkiin stack, would that matter? or would i have to change the amount i have to craft?
Sorry for bugging you this much, but im a bit confused xD
Would this work? $${CraftAndWait(50);CraftAndWait(361,1984);}$$
That would craft almost an inv of pumpkin seeds?
And for surgar would be?
$${CraftAndWait(50);CraftAndWait(353,2240);}$$
I kinda understood, but doesnt it need to have some kind of wait?
Like so nocheat lets me craft it.Like in the otehr script you did
$${CraftAndWait(50);CraftAndWait(268,64,true);}$$
And on the last one you didnt do the (50).
And also, what if i have to craft more than a stack? Like a full inv, and with pumpkins 4 stacks come out per pumpkiin stack, would that matter? or would i have to change the amount i have to craft?
Sorry for bugging you this much, but im a bit confused xD
Would this work? $${CraftAndWait(50);CraftAndWait(361,1984);}$$
That would craft almost an inv of pumpkin seeds?
And for surgar would be?
$${CraftAndWait(50);CraftAndWait(353,2240);}$$
CraftAndWait(50) means to "craft one torch...", it has nothing to do with waiting
The name is CraftAndWait because, like other commands, it finishes the action first before moving to the next command
this separates it from craft() which starts a new "task" for the crafting and lets the rest of the script run before you're done with it
both crafting commands work at full speed though, you can't force a delay into them
It gets more complicated if you want to craft at a slower pace, you have to use a whole different set of commands
But since we're on the topic of delay, if you want delay in your script, you can use the Wait(time) command, where time is either seconds (5s, 5), ticks (5t), or milliseconds (5ms)
one tick is 1/20'th of a a second, and it's the smallest unit of time (i believe) in minecraft
I'm not sure if a single command can craft more than a stack..., maybe it can, but if not you can use what's called a Loop
By using the commands Do(amount);Loop, the commands between them are repeated amount times
For example $${ Do(30); PlaceSign(); Echo(/tp next); Wait(1); Loop() }$$
For the onitemdurabilitychange box I entered this:
$${IF(%DURABILITY% < 65);ECHO(/repair all);ENDIF;}$$
That didn't work so I tried using it without the onitemdurabilitybox thing, this was my next script:
$${DO;IF(%DURABILITY% < 65);ECHO(/repair all);ENDIF;WAIT(250ms);LOOP;}$$
In both cases it didn't repair the sheers =/ I was thinking about making something that would detect whether I am holding sheers and run the durability thing, but I doubt it will work; I'll try it anyway though.
Just thought I would let you know, thanks for the awesome mod =P I used it for a large variety of things.
Edit: In both cases the script worked perfectly fine on a wooden pickaxe.
Press F3+P to disable the pause-on-unfocus function.
It's a weird quirk of the game, onDurabilityChange doesn't fire for shears because, instead of the server adjusting the durability of the shears in your hand, you actually get sent an entirely new set of shears with decreased durability, this means that the bit of the code which says "don't fire the event if the item in the slot is different" inhibits the event.
I already added an exception for fishing rods and hoes, which have the same issue, this is the problem with exceptions though, there always seems to be another one. Urk. Anyway I've put this on the todo list.
As I have the keyid from the LWJGL codes lists
You should be able to bind to Mouse3 just fine.., just press it in the macro edit screen
Not sure if escape is possible or not, it probably is, but all other actions are just script
$${Key(use)}$$, $${Key(attack)}$$, etc.
I actually have a problem with that because i've rebound (in software) my mouse 3 to work like a mouse1.., but minecraft keeps picking up both, unlike every other game
and so whenever i use my thumb to click it keeps putting me in the edit menu for mouse 3 instead
(i rebound it because my mouse1 is nearly broken)
'Cause tomorrow spring is here
try...
$${
PROMPT(&Ivents,"$$[[BomberMan,Jump,Spleef,]]");
// Bomberman
IF(%&Ivents% = "BomberMan");
PROMPT(&var,"$$[[Pay-RedTeam,Pay-BlueTeam,Give-TNT-RedTeam,Give-TNT-BlueTeam,Teleport-BlueTeam,Teleport-RedTeam,Clear-List-RED,Clear-List-BLUE]]");
IF (%&var% = "Give-TNT-RedTeam");
ForEach(@&redteam,&this);
LOG(/give %&this% 46 64);
Next();
ENDIF;
IF (%&var% = "Give-TNT-BlueTeam");
ForEach(@&blueteam,&this);
LOG(/give %&this% 46 64);
Next();
ENDIF;
IF (%&var% = "Pay-RedTeam");
ForEach(@&redteam,&this);
LOG(/money pay %&this% 1000);
Next();
ENDIF;
IF(%&var% = "Pay-BlueTeam");
ForEach(@&blueteam,&this);
LOG(/money pay %&this% 1000);
Next();
ENDIF;
IF(%&var% = "Teleport-BlueTeam");
LOG(/bc Телепортация синей команды на ивент через);
WAIT(1);
LOG(/bc &c3);
WAIT(1);
LOG(/bc &a2);
WAIT(1);
LOG(/bc &c1);
WAIT(1);
LOG(/bc &8Teleport!);
ForEach(@&blueteam,&this);
LOG(/tp %&this% x y z);
Next();
ENDIF;
IF (%&var% = "Teleport-RedTeam");
LOG(/bc Телепортация красной команды на ивент через);
WAIT(1);
LOG(/bc &c3);
WAIT(1);
LOG(/bc &a2);
WAIT(1);
LOG(/bc &c1);
WAIT(1);
LOG(/bc &8Teleport!);
ForEach(@&redteam,&this);
LOG(/tp %&this% x y z);
Next();
ENDIF;
ENDIF;
IF (%&var% = "Clear-List-RED");
UnSet(@&redteam);
ENDIF;
IF (%&var% = "Clear-List-BLUE");
UnSet(@&blueteam);
ENDIF;
// end of Bomberman
// Spleef
IF(%&var% = "Spleef");
PROMPT(&spleef,"$$[[Teleport-Players,Clear-list-Red,Clear-list-Blue,]]");
ENDIF;
// end of Spleef
// Jump
IF(%&var% = "Jump");
PROMPT(&Jump ,"$$[[Give,Teleport-Players,Clear-list-Red,Clear-list Blue,]]");
ENDIF;
}$$
Some of your IF's had &vars instead of &var.., one of your blueteam vars was capitalized.., i changed the nesting a bit
Also changed the ForEach
'Cause tomorrow spring is here
"Телепортация красной команды на ивент через
3
2
1
Teleport!"
And nothing more...
The &Ivent variable is still capitalized, change the Ivent to ivent and you should be good.
Macro/Keybind mod Wiki
Ah, missed that, thank you
'Cause tomorrow spring is here
"Телепортация красной команды на ивент через
3
2
1
Teleport!"
When i choose something.
Anyways i was wondering if someone could code me a script to auto craft sugar and pumpkin seeds because in the server i play on we sell those for money and i cant find a script for it, so if someone could please make me
one that would be awesome! I would make one but i really dont understand how.
Anyways, thanks for reading.
Regards, zSikario.
There is a script command CraftAndWait(id,amount,throw?)
For example, $${CraftAndWait(50);CraftAndWait(268,64,true);}$$
'Cause tomorrow spring is here
Thanks,
pix
IFContains(subject,target);ENDIF
or the more versatile
IFMATCHES(subject,regex,{&variable,subpattern});ENDIF
'Cause tomorrow spring is here
So, i just bind that a the key i want?
This is really confusing...
Thanks for replying anyways.
Regards, zSikario.
Yes, you bind to a key,
...but not the example i gave, unless you want to craft one torch and 64 wooden swords and throw the wooden swords on the ground =P
Creating your script:
you start out with the (purple) $${}$$
those are script tags
between the script tags you put your commands in a list, separated by semicolons if you have several (but you probably won't for now)
For crafting, you only need one command, it is CraftAndWait()
You can't just use $${CraftAndWait()}$$ though, the mod doesn't know *WHAT* you want to craft
that's where parameters come in..., the parentheses next to a command give you a space to specify certain things
in the case of CraftAndWait, you must specify the id and you may specify the amount to craft and whether you want to throw the item out of your inv.
With parameters, the command looks like this
CraftAndWait(id,amount,throw?)
With script tags it looks like this
$${CraftAndWait(id,amount,throw?)}$$
Of course, you'd have to use the actual values you want, not "id" and "amount", so replace those
the green parameters are optional, if you don't want to throw, you can omit that
if you don't want to craft more than one, you can omit the amount
To recap
Script: $${Command;Command;Command;Command}$$
Command: Command(parameters)
parameters: first,second,third,fourth
All in one: $${Command();Command;Command(parameter1,parameter2,parameter3)}$$
A real example: $${UnSprint();InventoryDown;SetLabel(message,(%%) Low health!,HEALTH)}$$
And then you just bind your script to whatever key or event you want, yes
---if you still don't understand, then fine, here's two scrips =P
$${CraftAndWait(361,64)}$$
$${CraftAndWait(353,64)}$$
but please try anyway.., it's not that hard and you'll be able to do so many things on your own
'Cause tomorrow spring is here
I kinda understood, but doesnt it need to have some kind of wait?
Like so nocheat lets me craft it.Like in the otehr script you did
$${CraftAndWait(50);CraftAndWait(268,64,true);}$$
And on the last one you didnt do the (50).
And also, what if i have to craft more than a stack? Like a full inv, and with pumpkins 4 stacks come out per pumpkiin stack, would that matter? or would i have to change the amount i have to craft?
Sorry for bugging you this much, but im a bit confused xD
Would this work? $${CraftAndWait(50);CraftAndWait(361,1984);}$$
That would craft almost an inv of pumpkin seeds?
And for surgar would be?
$${CraftAndWait(50);CraftAndWait(353,2240);}$$
CraftAndWait(50) means to "craft one torch...", it has nothing to do with waiting
The name is CraftAndWait because, like other commands, it finishes the action first before moving to the next command
this separates it from craft() which starts a new "task" for the crafting and lets the rest of the script run before you're done with it
both crafting commands work at full speed though, you can't force a delay into them
It gets more complicated if you want to craft at a slower pace, you have to use a whole different set of commands
But since we're on the topic of delay, if you want delay in your script, you can use the Wait(time) command, where time is either seconds (5s, 5), ticks (5t), or milliseconds (5ms)
one tick is 1/20'th of a a second, and it's the smallest unit of time (i believe) in minecraft
I'm not sure if a single command can craft more than a stack..., maybe it can, but if not you can use what's called a Loop
By using the commands Do(amount);Loop, the commands between them are repeated amount times
For example
$${
Do(30);
PlaceSign();
Echo(/tp next);
Wait(1);
Loop()
}$$
'Cause tomorrow spring is here