Here are the modules I have made for the Macro / Keybind mod. To install, they either go in ~/.minecraft/mods/macros/modules/, or ~/.minecraft/liteconfig/common/macros/modules/, depending on your version. Throughout this post, <> in syntax descriptions means required parameter, while [] means optional. Click the spoiler tag below each header for documentation for the respective module. If you have an issue with these modules, please post below in this thread and not on the main Macro mod thread. Enjoy!
API Version mapping
API 11 - 0.9.10 beta [1.6.2]
API 12 - 0.9.10 [1.6.2]
API 13 - 0.9.11 [1.6.4]
API 14 - 0.10.02 beta 1 [1.7.2]
API 15 - 0.10.02 beta 2 [1.7.2]
API 16 - 0.10.10 [1.7.10]
API 17 - 0.11.0 beta 1 [1.8]
API 24 - 0.14.4 [1.11.2]
API 26 - 0.15.1 [1.12.1]
FarHit
(discontinued)
This module adds a few environmental variables that extends almost all the HIT* variables into the distance, and gets the hit info for whatever the cursor is pointing at. The variables are:
and one more new variable, FARHITDIST, which returns the rounded Euclidean distance between the far hit and your feet.
If you were to get into hit range, HIT* and FARHIT* should be exactly the same. The only differences are the X, Y, and Z positions for entities, which the built-in HIT* vars don't calculate.
Download: Link Removed (direct via bitly)
Changelog:
0.1.3 (API 17, 01/27/2015):
- Preliminary update (missing HIT properties)
- Added FARHITUUID for players
0.1.2 (Link Removed, 02/19/2014; Link Removed, 02/22/2014; Link Removed, 09/01/2014):
- Added MODULEFARHIT environment variable to check if module is installed
0.1.1 (Link Removed, 10/17/2013):
- Removed deprecated function
0.1 (Link Removed, 08/19/2013):
- Initial release
SignText
This module allows you to retrieve the sign text from a sign you're hitting, or with absolute coordinates. Also in single player, it will allow you to change the sign text without breaking it. Here are the functions and their syntax, respectively:
If there was a sign upon a GET, the optional &outarray will be overwritten with 4 sign text lines; if there wasn't a sign, &outarray will be unchanged. If you UNSET &outarray, you can test if it succeeded by checking if the array length changed with ARRAYSIZE.
The GET functions also support array and scalar return values; if you specify an array with [], the four lines will be pushed to it:
&returnarray[] = GETHITSIGNTEXT();
but if you specify a scalar, only the first sign text line will be returned:
&returnline = GETHITSIGNTEXT();
SETSIGNTEXT only works in single player because the client-server architecture of Minecraft has a few security checks that prevent signs from being changed on a whim. Still, I think it might be useful for some people in single player.
Here's a usage pattern for GETHITSIGNTEXT:
// Sign post = 63 and wall sign = 68
IF((HITID=="standing_sign")||(HITID=="wall_sign"));
UNSET(&signtext[]); // &signtext[] is size 0
GETHITSIGNTEXT(&signtext);
ARRAYSIZE(&signtext,#length);
IF(#length > 0);
// do stuff with &signtext[0], &signtext[1], &signtext[2], &signtext[3]
ENDIF;
ENDIF;
The observant might notice that GETHITSIGNTEXT is redundant, as its abilities can be replicated with GETSIGNTEXT. Further still, combined with the previous FarHit module, a GETFARHITSIGNTEXT function can be simulated.
Download: Link Removed (direct via bitly)
Changelog:
0.2.2 (Link Removed, 01/27/2015; Link Removed, 02/03/2017, API 26, 08/25/2017):
- Removed GETHITSIGNTEXT since it's built-in to the main mod now
0.2.1 (Link Removed, 02/19/2014; Link Removed, 02/22/2014; Link Removed, 09/01/2014):
- Added MODULESIGNTEXT environment variable to check if module is installed
0.2 (Link Removed, 08/19/2013; Link Removed, 10/17/2013):
- Array parameter is optional, and is overwritten if there was a sign
- Text is returned for assignment
- Added SETSIGNTEXT for single player
0.1:
- Initial release
HTTP
This module is a bastardized HTTP client that allows you to, f.ex., fetch web resources into your macro, or upload some data to a server. It has the four main HTTP verbs (GET, POST, PUT, DELETE), and a
URLENCODE convenience function:
To use the HTTP actions, pass in the appropriate &url and &query/&data strings (see below), a #status integer, and an optional &response array. There is a hard-coded 5 second connect timeout, 5 second read timeout, and a 15 second overall timeout. The actions will be blocking (a la WAIT) until a success or timeout; #status will be set to the HTTP response code if there was a response, or a negative number if a non-HTTP error transpired (such as a timeout).
You can also capture the response in an assignment; with an array; each element will be a different line:
URLENCODE accepts an input &string and an optional &outstring, and returns for assignment, or in &outstring, the UTF-8 URL-encoded version.
SETREQUESTHEADER will add the specified request header to all subsequent HTTP requests in the macro file. This is intended to allow a configurable 'Content-Type' (case-sensitive) for POST/PUT requests, but any header field can be specified.
URL/Query/Data Merging
The terms I use are defined at URI scheme.
To use GET or DELETE, pass in a &url consisting of the scheme and hierarchical parts, and pass in the query part to &query. The query can also be split: some can go into &url and some can be in &query. Furthermore, &query is semi-optional; you can put the full URL (scheme, hierarchical, and query parts) to &url and then pass the empty string "" for &query. You do not have to add '?' or '&' suffixes or prefixes; the module will try to add them for you.
To use POST or PUT, pass in the full URL (with query included) to &url, and the URL encoded key/values to &data.
Defaults/Limitations
* POST and PUT default the 'Content-Type' to "application/x-www-form-urlencoded;charset=utf-8"
* All the responses are assumed charset "UTF-8" unless otherwise specified by the response itself.
* State is not supported, so no cookies/sessions
* The user-agent is the default one defined by Java.
* Redirects are followed
As always when using web bots, please respect a server's load capacity and don't flood them with, f.ex., a request every tick. If you're polling, I'd recommend a minimum two second wait in between consecutive requests, preferably longer if possible. Some servers are OK with burst requests from time to time though; check their ToU to be sure.
Download: Link Removed (direct via bitly)
Changelog:
0.2 (Link Removed, 09/05/2014; Link Removed, 11/25/2014; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Added SETREQUESTHEADER action
0.1.1 (Link Removed, 02/19/2014; Link Removed, 02/22/2014):
- Added MODULEHTTP environment variable to check if module is installed
0.1 (Link Removed, 08/19/2013; Link Removed, 10/17/2013):
- Initial release
Thanks go to Blockbreak9000 for the idea and beta testing.
Clipboard
This module uses the game-provided clipboard functions to read and write from the system clipboard. The functions are:
GETCLIPBOARD([&text])
SETCLIPBOARD(&text)
and you can check MODULECLIPBOARD for installation status.
Download: Link Removed (direct via bitly)
Changelog:
0.1 (Link Removed, 02/22/2014; Link Removed, 09/01/2014; Link Removed, 11/25/14; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Initial release
JSON
This module parses and allows you to walk JSON-encoded strings without a priori knowledge of its structure. It complements the HTTP module well if you are dealing with (RESTful) APIs that output in JSON. The script actions provided are:
IsBoolean(&json,[status])
IsFloat(&json,[status])
IsInteger(&json,[status])
IsJsonArray(&json,[status])
IsJsonObject(&json,[status])
IsJsonPrimitive(&json,[status])
IsNumber(&json,[status])
IsString(&json,[status])
* The above checks if the string provided is of the respective type.
JsonAdd(&json,&key,&value,[&output])
* Only works on JsonObjects.
JsonGet(&json,&key,[&output])
* Returns the value of a key in a JavaScript object. Strings are wrapped in quotes but can be removed manually.
JsonHas(&json,&key,[status])
* Returns if the key exists in the JavaScript object.
JsonRemove(&json,&key,[&output])
* Returns a new JSON-encoded string with the key removed. Only works on JsonObjects.
GetJsonKeys(&json,[&keys[]])
* Returns a Macros array filled with the keys of the provided JavaScript object.
GetJsonAsArray(&json,[&output[]])
* Returns a Macros array filled with the elements of the JavaScript array.
JsonArrayAdd(&json,&element,[&output])
* Only works on JsonArrays.
JsonArrayGet(&json,#index,[&output])
* Returns an element from the array specified by the #index.
JsonArraySize(&json,[#size])
* Returns the size of the array.
and you can check the MODULEJSON environment variable for installation status.
Notes
* The backend is powered by Gson, and here are its JavaDocs.
* Gson does not natively provide a remove function for JsonArray yet (source).
* This is not an efficient module, because parsing strings as Java objects and back adds a slight overhead.
Changelog:
0.1 (Link Removed, 09/01/2014; Link Removed, 11/25/2014; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Removed beta label (no changes)
0.1b1 (Link Removed, 02/28/2014):
- Initial release
Module development info
(outdated, kept for historical reasons)
If you'd like to develop your own modules, check out the API source:
API source on GitHub - the documentation is in PDF form under docs/; there are also lots of comments in the function signatures.
If your dev. setup is in need of organizing, I recommend Mumfrey's videos:
and - this will let you isolate your projects from the MCP codebase and each other, as well as the benefit of compiling multiple projects against one MCP codebase. You don't have to use Eclipse (I don't), but the build scripts are set up with Eclipse in the first video, and continued in the second; adapt as desired.
The macro mod litemod will only load with the official launcher, not MCP, so I recommend creating a LiteLoader-only profile for testing your modules in this manner.
I am kinda a noob at macros. Could I use the Sign module to display the sign text in the GUI? If it is possible can you show me how maybe? If not maybe show me how to just log it in the chat?
Yep, it's definitely possible to display variable values to the GUI, but I don't personally know how. Though, using LOG is easy enough; if you expand the spoiler for SignText, I put in a recommended usage pattern for GETHITSIGNTEXT, and I have a comment in the middle:
// do stuff with &signtext[0], &signtext[1], &signtext[2], &signtext[3]
If you were within hit range of a sign, &signtext will be an array with 4 elements, each of which is a separate line in the sign. So you can do the following to log the first line:
Welcome! And thanks for remembering these! The latest API bump came unexpectedly, but Mumfrey did fix a duplicate-loading bug, which is always appreciated. I'm currently in the testing phase of a new module; once that's ready, I'll make an announcement post about it and these on the main macro mod thread.
(sorry for the late response, I don't check this thread thoroughly very often)
Sounds interesting, but I don't think I'll make this anytime soon. Even then, I don't know enough about the idiosyncrasies of JavaScript to be sure if it's technically possible. I know ComputerCraft embeds Lua as its scripting language, so by analogy, we should be able to embed any language. It'd need to depend on a JavaScript engine at least. You also probably won't be getting Minecraft integration at the same level as the macro mod's language.
The Meaning of Life, the Universe, and Everything.
Location:
Akron
Join Date:
10/1/2011
Posts:
120
Minecraft:
MegaSniperB
Member Details
Very Very nice modules! I am a fan of all of them. On the main thread I made the suggestion:
MegaSniperB, on 28 May 2014 - 07:38 PM, said: LOGTO(file,target) $$.txt> Could it be made so that file and target can support symbolic links and direct links. This would allow for just a file name to put the file in the logs file. If say chatlogs/%SERVER%/%DATETIME%.txt was used it would put the log in the appropriate folder. Using the direct link such as C:/Logs/stuff.txt would put the log there. This would also be beneficial for the $$<file.txt> was made to support this style as well.
However it did not get much attention I was wondering if a quick module could be made to allow this or add in a XLOGTO(), an improved logto function taken after xcopy from batch scripts. The $$<file.txt> part is not that high of a priority but if it's easy to do then go for it
Thank you for reading my suggestion and I find great benefit from your modules. Keep up the good work nevertheless.
Very Very nice modules! I am a fan of all of them. On the main thread I made the suggestion:
However it did not get much attention I was wondering if a quick module could be made to allow this or add in a XLOGTO(), an improved logto function taken after xcopy from batch scripts. The $file.txt> part is not that high of a priority but if it's easy to do then go for it
Thank you for reading my suggestion and I find great benefit from your modules. Keep up the good work nevertheless.
Hi, Sorry, I'm on the fence about automatically creating directories - it'll let you do stuff like "../../../" to jump out of the sandbox. Also, parsing absolute file paths for different operating systems would have to be handled differently. If you wanted to organize the files and create directories still, you could do some post-processing with an OS script - Windows PowerShell probably has some features. The $$file.txt feature is internal to LiteLoader and I wouldn't be able to mess with it easily. Thank you for suggesting it though.
For anyone looking for updates, I'm just waiting for the API release and then they should be out soon after.
edit: All of the modules save HTTP are updated! I'll need a few days to test a new feature I'm adding to HTTP.
edit: ... and HTTP is finished!
HTTP POST seems to start a connection without sending the request properly and URLENCODE seems to mess up for characters like §
Encoded %CHAT% decoded by PHP
C2A7rC2A7fScentTreeDown: taC2A7r
Logfile of %CHAT%
§r§fScentTreeDown: ta§r
Latest MacroMod has problem with API 17 module for some reason, had to use 16
Can you elaborate on not sending a request properly, like steps to reproduce, expected behavior, and actual behavior? Does URLENCODE fail for any character or just that one? And that's correct: API 16 is for 1.7.10 whereas API 17 is for 1.8.
[quote=Snhnry;/members/Snhnry;/forums/mapping-and-modding/minecraft-mods/mods-discussion/1405026-macro-keybind-mod-modules?comment=15]Any news on an API 17 version of Farhit? I use it extensively, and would love to see a version for 1.8.
Hopefully soon; holidays were randomly busy for me, and the new hit properties that were introduced are a bit tricky for me to replicate. Check this post for an edit.
edit: I went ahead and released SignText and FarHit without the HIT properties that were added in the main mod, pending time; not sure when I'll put those in.
Hello,
I have been trying to grab some json using the http module but the module seems to be unable to access the site in question (api.hypixel.net and plancke.nl). Any request aimed it at either site fails with -1 and returns nothing.
This is the code I am using:
I can cURL the url fine (that link in question returns a 404) and I can grab data from most other sites I have tried but not when using the module.
Have I encountered a bug or am I just being inept?
Thanks for the help,
~Cheeseypop
Here are the modules I have made for the Macro / Keybind mod. To install, they either go in ~/.minecraft/mods/macros/modules/, or ~/.minecraft/liteconfig/common/macros/modules/, depending on your version. Throughout this post, <> in syntax descriptions means required parameter, while [] means optional. Click the spoiler tag below each header for documentation for the respective module. If you have an issue with these modules, please post below in this thread and not on the main Macro mod thread. Enjoy!
API Version mapping
FarHit
(discontinued)
and one more new variable, FARHITDIST, which returns the rounded Euclidean distance between the far hit and your feet.
If you were to get into hit range, HIT* and FARHIT* should be exactly the same. The only differences are the X, Y, and Z positions for entities, which the built-in HIT* vars don't calculate.
Download: Link Removed (direct via bitly)
Changelog:
0.1.3 (API 17, 01/27/2015):
- Preliminary update (missing HIT properties)
- Added FARHITUUID for players
0.1.2 (Link Removed, 02/19/2014; Link Removed, 02/22/2014; Link Removed, 09/01/2014):
- Added MODULEFARHIT environment variable to check if module is installed
0.1.1 (Link Removed, 10/17/2013):
- Removed deprecated function
0.1 (Link Removed, 08/19/2013):
- Initial release
SignText
If there was a sign upon a GET, the optional &outarray will be overwritten with 4 sign text lines; if there wasn't a sign, &outarray will be unchanged. If you UNSET &outarray, you can test if it succeeded by checking if the array length changed with ARRAYSIZE.
The GET functions also support array and scalar return values; if you specify an array with [], the four lines will be pushed to it:
but if you specify a scalar, only the first sign text line will be returned:
SETSIGNTEXT only works in single player because the client-server architecture of Minecraft has a few security checks that prevent signs from being changed on a whim. Still, I think it might be useful for some people in single player.
Here's a usage pattern for GETHITSIGNTEXT:
The observant might notice that GETHITSIGNTEXT is redundant, as its abilities can be replicated with GETSIGNTEXT. Further still, combined with the previous FarHit module, a GETFARHITSIGNTEXT function can be simulated.
Download: Link Removed (direct via bitly)
Changelog:
0.2.2 (Link Removed, 01/27/2015; Link Removed, 02/03/2017, API 26, 08/25/2017):
- Removed GETHITSIGNTEXT since it's built-in to the main mod now
0.2.1 (Link Removed, 02/19/2014; Link Removed, 02/22/2014; Link Removed, 09/01/2014):
- Added MODULESIGNTEXT environment variable to check if module is installed
0.2 (Link Removed, 08/19/2013; Link Removed, 10/17/2013):
- Array parameter is optional, and is overwritten if there was a sign
- Text is returned for assignment
- Added SETSIGNTEXT for single player
0.1:
- Initial release
HTTP
URLENCODE convenience function:
To use the HTTP actions, pass in the appropriate &url and &query/&data strings (see below), a #status integer, and an optional &response array. There is a hard-coded 5 second connect timeout, 5 second read timeout, and a 15 second overall timeout. The actions will be blocking (a la WAIT) until a success or timeout; #status will be set to the HTTP response code if there was a response, or a negative number if a non-HTTP error transpired (such as a timeout).
You can also capture the response in an assignment; with an array; each element will be a different line:
and with a scalar, the contents will be the array imploded with newlines stripped, analogous to a JOIN with an empty string "" glue:
URLENCODE accepts an input &string and an optional &outstring, and returns for assignment, or in &outstring, the UTF-8 URL-encoded version.
SETREQUESTHEADER will add the specified request header to all subsequent HTTP requests in the macro file. This is intended to allow a configurable 'Content-Type' (case-sensitive) for POST/PUT requests, but any header field can be specified.
URL/Query/Data Merging
The terms I use are defined at URI scheme.
To use GET or DELETE, pass in a &url consisting of the scheme and hierarchical parts, and pass in the query part to &query. The query can also be split: some can go into &url and some can be in &query. Furthermore, &query is semi-optional; you can put the full URL (scheme, hierarchical, and query parts) to &url and then pass the empty string "" for &query. You do not have to add '?' or '&' suffixes or prefixes; the module will try to add them for you.
To use POST or PUT, pass in the full URL (with query included) to &url, and the URL encoded key/values to &data.
Defaults/Limitations
* POST and PUT default the 'Content-Type' to "application/x-www-form-urlencoded;charset=utf-8"
* All the responses are assumed charset "UTF-8" unless otherwise specified by the response itself.
* State is not supported, so no cookies/sessions
* The user-agent is the default one defined by Java.
* Redirects are followed
As always when using web bots, please respect a server's load capacity and don't flood them with, f.ex., a request every tick. If you're polling, I'd recommend a minimum two second wait in between consecutive requests, preferably longer if possible. Some servers are OK with burst requests from time to time though; check their ToU to be sure.
Download: Link Removed (direct via bitly)
Changelog:
0.2 (Link Removed, 09/05/2014; Link Removed, 11/25/2014; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Added SETREQUESTHEADER action
0.1.1 (Link Removed, 02/19/2014; Link Removed, 02/22/2014):
- Added MODULEHTTP environment variable to check if module is installed
0.1 (Link Removed, 08/19/2013; Link Removed, 10/17/2013):
- Initial release
Thanks go to Blockbreak9000 for the idea and beta testing.
Clipboard
and you can check MODULECLIPBOARD for installation status.
Download: Link Removed (direct via bitly)
Changelog:
0.1 (Link Removed, 02/22/2014; Link Removed, 09/01/2014; Link Removed, 11/25/14; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Initial release
JSON
and you can check the MODULEJSON environment variable for installation status.
Notes
* The backend is powered by Gson, and here are its JavaDocs.
* Gson does not natively provide a remove function for JsonArray yet (source).
* This is not an efficient module, because parsing strings as Java objects and back adds a slight overhead.
Example
A basic invocation:
with the output as expected:
Download: Link Removed (direct via bitly)
Changelog:
0.1 (Link Removed, 09/01/2014; Link Removed, 11/25/2014; Link Removed, 02/03/2017; API 26, 08/25/2017):
- Removed beta label (no changes)
0.1b1 (Link Removed, 02/28/2014):
- Initial release
Module development info
(outdated, kept for historical reasons)
API source on GitHub - the documentation is in PDF form under docs/; there are also lots of comments in the function signatures.
If your dev. setup is in need of organizing, I recommend Mumfrey's videos:
and - this will let you isolate your projects from the MCP codebase and each other, as well as the benefit of compiling multiple projects against one MCP codebase. You don't have to use Eclipse (I don't), but the build scripts are set up with Eclipse in the first video, and continued in the second; adapt as desired.
Ant Builds with MCP - the (new) URL mentioned in the first video.
The macro mod litemod will only load with the official launcher, not MCP, so I recommend creating a LiteLoader-only profile for testing your modules in this manner.
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
If you were within hit range of a sign, &signtext will be an array with 4 elements, each of which is a separate line in the sign. So you can do the following to log the first line:
or however many lines you want:
edit: derp, fixed some string-ampersand syntax
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
Macro/Keybind mod Wiki
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
Macro/Keybind mod Wiki
Sounds interesting, but I don't think I'll make this anytime soon. Even then, I don't know enough about the idiosyncrasies of JavaScript to be sure if it's technically possible. I know ComputerCraft embeds Lua as its scripting language, so by analogy, we should be able to embed any language. It'd need to depend on a JavaScript engine at least. You also probably won't be getting Minecraft integration at the same level as the macro mod's language.
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
However it did not get much attention I was wondering if a quick module could be made to allow this or add in a XLOGTO(), an improved logto function taken after xcopy from batch scripts. The $$<file .txt> part is not that high of a priority but if it's easy to do then go for it
Thank you for reading my suggestion and I find great benefit from your modules. Keep up the good work nevertheless.
Implying it is installed correctly you can return the following variables:
The ones you are probably most concerned with are: and
As for using them I would make a label via the GUI and bind looking | %% | FARHITNAME, where | is a the next field.
What does this do?
It creates a label called: looking
Added a string: %% (%%) is bound to the next variable
Then adds the binding variable: FARHITNAME
These are the most commonly used:
-----------------------------------------------------------------------------------------------------------
Will the module be updated to 1.7.10 and can the source code be found on GitHub?
Hi, Sorry, I'm on the fence about automatically creating directories - it'll let you do stuff like "../../../" to jump out of the sandbox. Also, parsing absolute file paths for different operating systems would have to be handled differently. If you wanted to organize the files and create directories still, you could do some post-processing with an OS script - Windows PowerShell probably has some features. The $$file.txt feature is internal to LiteLoader and I wouldn't be able to mess with it easily. Thank you for suggesting it though.
For anyone looking for updates, I'm just waiting for the API release and then they should be out soon after.
edit: All of the modules save HTTP are updated! I'll need a few days to test a new feature I'm adding to HTTP.
edit: ... and HTTP is finished!
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
Encoded %CHAT% decoded by PHP
Logfile of %CHAT%
Latest MacroMod has problem with API 17 module for some reason, had to use 16
Can you elaborate on not sending a request properly, like steps to reproduce, expected behavior, and actual behavior? Does URLENCODE fail for any character or just that one? And that's correct: API 16 is for 1.7.10 whereas API 17 is for 1.8.
[quote=Snhnry;/members/Snhnry;/forums/mapping-and-modding/minecraft-mods/mods-discussion/1405026-macro-keybind-mod-modules?comment=15]Any news on an API 17 version of Farhit? I use it extensively, and would love to see a version for 1.8.
Hopefully soon; holidays were randomly busy for me, and the new hit properties that were introduced are a bit tricky for me to replicate. Check this post for an edit.
edit: I went ahead and released SignText and FarHit without the HIT properties that were added in the main mod, pending time; not sure when I'll put those in.
MCF, y u no quote???
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps
I have been trying to grab some json using the http module but the module seems to be unable to access the site in question (api.hypixel.net and plancke.nl). Any request aimed it at either site fails with -1 and returns nothing.
This is the code I am using:
LOG(%&json%);
LOG(%#status%);
Have I encountered a bug or am I just being inept?
Thanks for the help,
~Cheeseypop
Can you compile JSON module for API 13?
https is not supported.
I realized it when I tried to parse active topics from https forum. Sadly :-(
.. although it is not true. It happened when I tried to embed custom google search to the client (ssl required)
Please update this Moduls for 1.9. That would be awesome
I'm in a bit of a bind right now, but I'll see when I can try to update it.
Note Block Display | Modules for the Macro / Keybind Mod
I don't make any minimaps