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6/22/2011
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Noobthebuilder
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Would it be possible to make a script that limits spamclicking with <item_id's>?
I am on 1.7.10
For example:
I have a 2h modded sword, but I can keep spamclicking it. I would like to limit that the sword swings to once per 15 ticks or something. And a dagger to swing once per 5 ticks. Is this possible? If it is, how can I achieve this?
Ok... So i've searched a bunch for an answer as it appears there hasn't been a solution to this ongoing crafting issue for years now. The issue is it takes FOREVER to craft large quantities of tiems because it doesn't process it via stacks, and only processes via single items. So can we get CraftAndWait copied to like a CraftMax where to once it finds the slot of the item it double clicks the item instead of single clicks. This would then make the game automatically make the item you just picked up a full stack, or the max of the item you have. Place the item normally and repeat. Then do a shift click on the resulting crafted item to auto move the full stack to inventory. This single small change would take crafting from being 3 min to process a stack to under 5 seconds. Thanks for your consideration.
Anyone else having the same issue or knows if this affects? I have macros 1.11 with optifine 1.11 added as a forge mod, but my optifine cape doesn't show up. It used to on macros 1.8.
On second thought, you dont even need a different command to do this. Just have the current ones, if the quantity is >= 64 utilize this method to do a full stack of 64.. then deduct 64 from the quant left to make... recheck if it is >= 64.. if not revert to counting items 1 by 1 until the total wanted is hit. Thanks Again...
The 1.12.1 version of macros will work under 1.12.2, if you need to update, simply update liteloader to 1.12.2 and the current 0.15.4 release will load just fine.
The 1.12.1 version of macros will work under 1.12.2, if you need to update, simply update liteloader to 1.12.2 and the current 0.15.4 release will load just fine.
Please help, I'm having a major PLACESIGN issue on one of the more popular mc servs applecraft. It works fine on the ground or wall, but not when placing on a chest. Instead it opens the chest as if the "use" key is being used to place the sign without the "sneak" key also being depressed which would allow for the sign placement on the chest.
I've tried working around this a few different ways, none of which have worked.. I'm hoping someone else will know how to fix it.
Okay so i'm new to the whole scripting thing but I've been trying to learn a bit about it because it seems interesting. I've been trying to figure out if there is a way to make it so that when I hit a key such as "g" it will automatically run a line of command such as "/echest" then continue to move/set the mouse or cursor over a selected inventory slot and then "middle click" my mouse button. I think I got the whole running command thing down such as $${ECHO(/echest)}$$ but I looked through the command references help menu in-game and i didn't really see anything that would be able to move my mouse. If there is a way to do such a thing can someone help me out? If it works and you'd be kind enough to give me a working script or at least the line of text to use and I can tinker with it a bit to learn how it works that would be amazing! Thanks in advance!
$${ECHO(/pv 1)
//Forcing it to open PV
WAIT(10t)
//Waiting one Second for delay
GETSLOTITEM(3,&item)
//Getting the slot id for slot 3
IF(%&item%="gold_ingot")
SLOTCLICK(3,RMB)
Else;
LOG(Not Gold)
EndIf
//Testing if item in slot 3 is Gold, If yes right click that slot, If no Log "Not Gold"
WAIT(10t)
//Waiting one Second for delay
GETSLOTITEM(40,&item)
IF(%&item%="iron_ingot")
SLOTCLICK(40)
Else;
LOG(Not iron)
EndIf
//Testing if item in slot 40 is Iron, If yes left click, If no Log "Not Iron"
WAIT(10t)
//Waiting one Second for delay
PRESS(E)
//Automade Press of the button E to close all GUI open
}$$
So I was toying around with things and finally got a semi working version. It works perfectly good but the one thing I'd love to change is if in the beginning instead of checking for gold then left clicking i'd rather it check for gold then Middle click, idk how to get that to happen. If you can get it to middle click please let me know cuz i can't find out how!
I just try to replace a word by an other in a sentence.
For exemple "hey jeje what's up" would be "hey &4jeje &rwhat's up"
The idea is to custom the name to make it appear Red in the chat so I can catch better when someone try to get my attention in chat.
A friend of me remind me to use the "replace()" function or "regexreplace()".
I don't really know what wrong Im doing so far but it doesn't work with tests I did.
I tried like that:
REPLACE(%CHATCLEAN%," jeje ","&4jeje");
Since I want to search in the "chat" when someone say "jeje" and replace it in red "&4jeje"
And even like that because of a comment I found previously on the forum.
&name=jeje
REPLACE(&name," jeje ","&4jeje");
&name=jeje
REPLACE(&name," jeje ","&4jeje");
CHAT and CHATCLEAN are environment variables - they tell you something about the world, but you can't modify them.
You can't regenerate health by doing HEALTH = 20, or change a block by doing HITID = stone, same goes for chat
...well, except
The mod has a special script called a "chat filter script" which runs whenever you receive a message - but unlike other events (like onChat), it prevents the message from being displayed until the script has finished running.
In that script you can use three additional commands to change if and how the message will display when the script exits
Filter() - Causes nothing to be displayed Modify(x) - Causes "x" to be displayed instead of the message Pass() - Causes the message to be displayed unaltered (this is the default behaviour, but you can call Pass() to undo the effects of a previous Filter() or Modify() command)
To demonstrate the effects of all these commands you can try the following script
and try saying the keywords "filter", "modify", "modpass", or "delay" to trigger the respective pieces of code and see the effects Note: Untested, if the code doesn't seem to work it's possible i made a mistake - hopefully someone will correct me
----
Anyway, in conclusion your script should...
1) Be written as a chat filter (as opposed to onChat, some other event, or a button) 2.1) Save the received message in a variable 2.2) Alter the variable 2.3) Call Modify() with the new value
So something like... ${ &chat = %CHAT% Replace(&chat,"jeje","§4jeje§r") Modify(%&chat%) }$
Hi guys! Me again.
So, previously I've used the onPlayerJoin event to create an automatic greeting with the %JOINEDPLAYER% variable.
However, the server that I play on allows nicknames and it's quite odd to greet someone by their username when it's very different from their nickname. Also, the previous setup would greet staff members going in and out of /vanish, which we worked out a solution for, but the macro had to be edited every time we added/removed a staff member or their name changed. The purpose of the macro was that every player who joined received a personalized greeting, even if I was afk or otherwise predisposed.
I'd like to try something else, if possible. Basically, when a player joins, a message is broadcast to the server:
As you can see, some players also have a prefix. Would it be possible to create a scenario in which I could echo a message that reads "Hi xyz," where xyz is the text between the ~ and has rejoined the Haven? Note: not every name has the ~ symbol, as this is the indicator that a player has a nickname.
Hopefully that made sense...
Ok so.. I understand how the onPlayerJoined works and that I can have something along the lines of $${LOG("&a&l%JOINEDPLAYER% &c&lJust Joined!")}$$ and that's great but I want to be able to take it a few steps further and I've been looking around and can't find anything to help me progress so if someone who understands all this can help me that would be great! What I want is for when a player joins it notifies me via a LOG just like the previously listed text buuuut I want to somehow add a feature that allows me to possibly hit a button and have it spit out a line of chat in minecraft to say "Welcome %JoinedPlayer%". I know that the JoinedPlayer only really activates the moment someone joins but there has to be a way to save the player name to a temp spot such as a variable and then be able to use that saved information in another binding to output "Welcome Back *SavedPlayerName*" when I press the button N for example. Tried to make that sound as simple and hopefully someone understand what i'm saying. Please reply! Last time i posted never got a reply and i'm really stuck!
Ok so.. I understand how the onPlayerJoined works and that I can have something along the lines of ${LOG("&a&l%JOINEDPLAYER% &c&lJust Joined!")}$ and that's great but I want to be able to take it a few steps further and I've been looking around and can't find anything to help me progress so if someone who understands all this can help me that would be great! What I want is for when a player joins it notifies me via a LOG just like the previously listed text buuuut I want to somehow add a feature that allows me to possibly hit a button and have it spit out a line of chat in minecraft to say "Welcome %JoinedPlayer%". I know that the JoinedPlayer only really activates the moment someone joins but there has to be a way to save the player name to a temp spot such as a variable and then be able to use that saved information in another binding to output "Welcome Back *SavedPlayerName*" when I press the button N for example. Tried to make that sound as simple and hopefully someone understand what i'm saying. Please reply! Last time i posted never got a reply and i'm really stuck!
Variables are indeed what you need - here's a post by Mumfrey explaining almost everything about how variables work and how to use them ^^
I am a staff member on a server and I am attempting to write a script that will play a sound anytime someone asks for a staff members name(for example "seeker") so that we can easily tell when we have someone trying to pm us even if we are alt tab'ed. Is it possible to have a script triggered by a specified chat message?
When I set "macro console" keybinding to NONE, it still opens the console when I press unusual keys, like §. This is on Linux, Nordic keyboard, swedish keyboard layout... but I think it's mostly related to linux, because this has been an issue in the past with default minecraft keybindings, where if you bound something to NONE (nothing), there are keys that trigger NONE, like the § key.
Would it be possible to make a script that limits spamclicking with <item_id's>?
I am on 1.7.10
For example:
I have a 2h modded sword, but I can keep spamclicking it. I would like to limit that the sword swings to once per 15 ticks or something. And a dagger to swing once per 5 ticks. Is this possible? If it is, how can I achieve this?
Thanks in advance!
[SSSS]
Ok... So i've searched a bunch for an answer as it appears there hasn't been a solution to this ongoing crafting issue for years now. The issue is it takes FOREVER to craft large quantities of tiems because it doesn't process it via stacks, and only processes via single items. So can we get CraftAndWait copied to like a CraftMax where to once it finds the slot of the item it double clicks the item instead of single clicks. This would then make the game automatically make the item you just picked up a full stack, or the max of the item you have. Place the item normally and repeat. Then do a shift click on the resulting crafted item to auto move the full stack to inventory. This single small change would take crafting from being 3 min to process a stack to under 5 seconds. Thanks for your consideration.
Anyone else having the same issue or knows if this affects? I have macros 1.11 with optifine 1.11 added as a forge mod, but my optifine cape doesn't show up. It used to on macros 1.8.
Some CloudClient dude. Also some CloudPack dude.
On second thought, you dont even need a different command to do this. Just have the current ones, if the quantity is >= 64 utilize this method to do a full stack of 64.. then deduct 64 from the quant left to make... recheck if it is >= 64.. if not revert to counting items 1 by 1 until the total wanted is hit. Thanks Again...
Question
Is there a way for the script to make the script restart
The 1.12.1 version of macros will work under 1.12.2, if you need to update, simply update liteloader to 1.12.2 and the current 0.15.4 release will load just fine.
EDIT:
Nvm, i derped
Awesome stuff, you rock xD
Please help, I'm having a major PLACESIGN issue on one of the more popular mc servs applecraft. It works fine on the ground or wall, but not when placing on a chest. Instead it opens the chest as if the "use" key is being used to place the sign without the "sneak" key also being depressed which would allow for the sign placement on the chest.
I've tried working around this a few different ways, none of which have worked.. I'm hoping someone else will know how to fix it.
$${
SET(&price, "[PRICE]");
PLACESIGN(%&price%,$$[Quantity],$$[Ore],$$[ForUser],TRUE);
}$$
Okay so i'm new to the whole scripting thing but I've been trying to learn a bit about it because it seems interesting. I've been trying to figure out if there is a way to make it so that when I hit a key such as "g" it will automatically run a line of command such as "/echest" then continue to move/set the mouse or cursor over a selected inventory slot and then "middle click" my mouse button. I think I got the whole running command thing down such as $${ECHO(/echest)}$$ but I looked through the command references help menu in-game and i didn't really see anything that would be able to move my mouse. If there is a way to do such a thing can someone help me out? If it works and you'd be kind enough to give me a working script or at least the line of text to use and I can tinker with it a bit to learn how it works that would be amazing! Thanks in advance!
$${ECHO(/pv 1)
//Forcing it to open PV
WAIT(10t)
//Waiting one Second for delay
GETSLOTITEM(3,&item)
//Getting the slot id for slot 3
IF(%&item%="gold_ingot")
SLOTCLICK(3,RMB)
Else;
LOG(Not Gold)
EndIf
//Testing if item in slot 3 is Gold, If yes right click that slot, If no Log "Not Gold"
WAIT(10t)
//Waiting one Second for delay
GETSLOTITEM(40,&item)
IF(%&item%="iron_ingot")
SLOTCLICK(40)
Else;
LOG(Not iron)
EndIf
//Testing if item in slot 40 is Iron, If yes left click, If no Log "Not Iron"
WAIT(10t)
//Waiting one Second for delay
PRESS(E)
//Automade Press of the button E to close all GUI open
}$$
So I was toying around with things and finally got a semi working version. It works perfectly good but the one thing I'd love to change is if in the beginning instead of checking for gold then left clicking i'd rather it check for gold then Middle click, idk how to get that to happen. If you can get it to middle click please let me know cuz i can't find out how!
CHAT and CHATCLEAN are environment variables - they tell you something about the world, but you can't modify them.
You can't regenerate health by doing HEALTH = 20, or change a block by doing HITID = stone, same goes for chat
...well, except
The mod has a special script called a "chat filter script" which runs whenever you receive a message - but unlike other events (like onChat), it prevents the message from being displayed until the script has finished running.
In that script you can use three additional commands to change if and how the message will display when the script exits
Filter() - Causes nothing to be displayed
Modify(x) - Causes "x" to be displayed instead of the message
Pass() - Causes the message to be displayed unaltered (this is the default behaviour, but you can call Pass() to undo the effects of a previous Filter() or Modify() command)
To demonstrate the effects of all these commands you can try the following script
IFMATCHES(%CHATCLEAN%,"(.+)(filter|modify|modpass|delay)(.+)")
ENDIF
IF(&command="modpass")
ENDIF
IF(&command="delay")
ENDIF
and try saying the keywords "filter", "modify", "modpass", or "delay" to trigger the respective pieces of code and see the effects
Note: Untested, if the code doesn't seem to work it's possible i made a mistake - hopefully someone will correct me
----
Anyway, in conclusion your script should...
1) Be written as a chat filter (as opposed to onChat, some other event, or a button)
2.1) Save the received message in a variable
2.2) Alter the variable
2.3) Call Modify() with the new value
So something like...
${
&chat = %CHAT%
Replace(&chat,"jeje","§4jeje§r")
Modify(%&chat%)
}$
'Cause tomorrow spring is here
Hey jeje;
See that green [↑]? If you're grateful and Mart3323 was helpful click his arrow. It costs nothing, but it's a good way to say "thanks".
Lou
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
Below script works in 0.15.1 but not in 0.15.4 help pls!
$${if(autousing);log("&d[AutoClicker] &bAutoClicker Disabled);unset(autousing);stop();else;log("&d[AutoClicker] &bAutoClicker Enabled);set(autousing);do;key(attack);wait(300000ms);loop;endif;}$$
@GoldHussar you can't get nearby player afaik
So, previously I've used the onPlayerJoin event to create an automatic greeting with the %JOINEDPLAYER% variable.
However, the server that I play on allows nicknames and it's quite odd to greet someone by their username when it's very different from their nickname. Also, the previous setup would greet staff members going in and out of /vanish, which we worked out a solution for, but the macro had to be edited every time we added/removed a staff member or their name changed. The purpose of the macro was that every player who joined received a personalized greeting, even if I was afk or otherwise predisposed.
I'd like to try something else, if possible. Basically, when a player joins, a message is broadcast to the server:
As you can see, some players also have a prefix. Would it be possible to create a scenario in which I could echo a message that reads "Hi xyz," where xyz is the text between the ~ and has rejoined the Haven? Note: not every name has the ~ symbol, as this is the indicator that a player has a nickname.
Hopefully that made sense...
Ok so.. I understand how the onPlayerJoined works and that I can have something along the lines of $${LOG("&a&l%JOINEDPLAYER% &c&lJust Joined!")}$$ and that's great but I want to be able to take it a few steps further and I've been looking around and can't find anything to help me progress so if someone who understands all this can help me that would be great! What I want is for when a player joins it notifies me via a LOG just like the previously listed text buuuut I want to somehow add a feature that allows me to possibly hit a button and have it spit out a line of chat in minecraft to say "Welcome %JoinedPlayer%". I know that the JoinedPlayer only really activates the moment someone joins but there has to be a way to save the player name to a temp spot such as a variable and then be able to use that saved information in another binding to output "Welcome Back *SavedPlayerName*" when I press the button N for example. Tried to make that sound as simple and hopefully someone understand what i'm saying. Please reply! Last time i posted never got a reply and i'm really stuck!
Variables are indeed what you need - here's a post by Mumfrey explaining almost everything about how variables work and how to use them ^^
Link
'Cause tomorrow spring is here
I am a staff member on a server and I am attempting to write a script that will play a sound anytime someone asks for a staff members name(for example "seeker") so that we can easily tell when we have someone trying to pm us even if we are alt tab'ed. Is it possible to have a script triggered by a specified chat message?
It seems that I can not delete macro configurations in the latest version of the mod for 1.12 or higher. When clicking the red X nothing happens.
When I set "macro console" keybinding to NONE, it still opens the console when I press unusual keys, like §. This is on Linux, Nordic keyboard, swedish keyboard layout... but I think it's mostly related to linux, because this has been an issue in the past with default minecraft keybindings, where if you bound something to NONE (nothing), there are keys that trigger NONE, like the § key.