Initial build of macros for 1.9 (this is for 1.9 only and will not work with 1.9.x do not ask)
This is an initial update and as such probably totally broken in some places. Please note
Not tested with Forge - it's entirely possible that it won't work with Forge. I always get the core functionality working first and update for compatibility with Forge last, if it doesn't work with another mod then right at the moment I don't care, I will get to mod compatibility once everything is working stand-alone
Features which are currently disabled on purpose:
Auto crafting - this was broken in 1.8 and basically needs a complete rewrite from scratch in order to work again, I'm frankly considering removing it altogether for the next few versions until I have time to properly tackle rewriting the whole thing. Please bear in mind that auto-crafting is essentially a "mod within a mod" in that it's easily as complex as some other complete mods out there. Whilst it's a nice feature to have, I just can't justify delaying the whole mod based on this feature.
This release incorporates a remote check which dials my server to check for expiry, if you are not happy for a mod to "phone home" then don't run this beta. The expiry check simply displays a startup message when a newer beta or the final release is made available. No information is sent to the remote server, it just requests the expiry status.
Changes in this beta
The following environment variables now have off-hand equivalents:
ITEM => OFFHANDITEM
ITEMIDDMG => OFFHANDITEMIDDMG
ITEMCODE => OFFHANDITEMCODE
ITEMNAME => OFFHANDITEMNAME
DURABILITY => OFFHANDDURABILITY
ITEMDAMAGE => OFFHANDITEMDAMAGE
STACKSIZE => STACKSIZE
The following environment variables were added
COOLDOWN - applies to chorus fruit, shields, ender pearls, etc.
OFFHANDCOOLDOWN - same as COOLDOWN but for items in off hand
ATTACKPOWER - 0 to 100 scale of current weapon power based on attack cooldown
ATTACKSPEED - representation of entity attack rate (ticks), range from 0 to 20480
Disabled CRAFT and CRAFTANDWAIT commands for now
Worth noting is that even though Mojang removed the "super-secret settings" button, the shaders themselves are still present in the game and so the SHADERGROUP command and the associated SHADERGROUPS environment variable still work. If you miss being able to use the post-process shaders then this is good news.
Please let me know any bugs you discover, however do not report bugs which only occur when using Forge or Optifine, if you report bugs and are using Forge or Optifine I will disregard your bug report. As I said above, I will get to Forge compatibility soon, but it is always the last phase of updating and I am just releasing this beta so that people can begin testing, it is not in any way a full supported release.
I am super brave like bull (ok maybe I am not so brave), but I thank you greatly for the macro beta, and I am going to use it now. Once again that you for all the great work you do Mumfrey. I will let you know if I run into any issues.
I have noticed the WAIT feature isn't waiting. It is 'typing' all of my different sentences instantly. Is this a known problem? I am not running anything but Liteloader and this Macro/keybind mod. If there is a fix/help I can get would be appreciated.
I have noticed the WAIT feature isn't waiting. It is 'typing' all of my different sentences instantly. Is this a known problem? I am not running anything but Liteloader and this Macro/keybind mod. If there is a fix/help I can get would be appreciated.
Are you reporting this as a bug against the 1.9 beta or experiencing it with an older version?
The Meaning of Life, the Universe, and Everything.
Join Date:
9/12/2012
Posts:
50
Minecraft:
justin97530
Member Details
Same here, even with the newest version of liteloader (and no optifine/forge). Neither KEY nor ECHO seems to work, however non-script commands still work. I'm on OS X El Capitan, Java 8.
Edit: Events seem to work (but still not the scripts), prompts for input as well.
For this release I switched to gradle as my build system and it seems like it was corrupting one of the marker characters used to parse the scripts, but only in production which is why I hadn't clocked the problem.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/12/2012
Posts:
50
Minecraft:
justin97530
Member Details
Scripts are now working in beta2, however MODIFY() (no error, just doesn't change message) for the chat send event and KEY("attack") (error, cannot cast net.minecraftforge.client.settings.KeyBindingMap to net.minecraft.util.IntHashMap) do not appear to be working. Additionally, PRESS(), KEY(), etc seems to trigger a blank chat message along with the button press if using the LWJGL name.
Scripts are now working in beta2, however MODIFY() (no error, just doesn't change message) for the chat send event and KEY("attack") (error, cannot cast net.minecraftforge.client.settings.KeyBindingMap to net.minecraft.util.IntHashMap) do not appear to be working. Additionally, PRESS() doesn't seem to work as well, no errors.
do not report bugs which only occur when using Forge or Optifine, if you report bugs and are using Forge or Optifine I will disregard your bug report. As I said above, I will get to Forge compatibility soon, but it is always the last phase of updating and I am just releasing this beta so that people can begin testing, it is not in any way a full supported release.
A feature in 1.9 is that opening a GUI does not cancel any keystrokes. For example, in 1.8, if you held down forward and sprint, then toggled inventory, you would have to release both sprint and forward and press them again to move. In 1.9, you can hold down these two keys constantly, open and close inventory, and you would instantly be sprintmoving again.
I tried out the TOGGLEKEY using SPRINT, and after toggleing inventory, it cancelled the sprint. Is this intentional, or an oversight?
My assumption is that TOGGLEKEY should just simulate you holding a key down all the time, right? In that case, it isn't doing that anymore.
A feature in 1.9 is that opening a GUI does not cancel any keystrokes. For example, in 1.8, if you held down forward and sprint, then toggled inventory, you would have to release both sprint and forward and press them again to move. In 1.9, you can hold down these two keys constantly, open and close inventory, and you would instantly be sprintmoving again.
I tried out the TOGGLEKEY using SPRINT, and after toggleing inventory, it cancelled the sprint. Is this intentional, or an oversight?
My assumption is that TOGGLEKEY should just simulate you holding a key down all the time, right? In that case, it isn't doing that anymore.
I assume ToggleKey is just syntactic sugar for a Keyup or Keydown..
Those don't simulate keys forever.., they simulate the event of pressing/releasing a key
That's actually how some keys work, the game doesn't check if they are pressed, it only detects the moments when it becomes pressed/released
This is why sometimes you get stuck keys.., something blocks the game from received the keyup event for just a moment and bam, you're walking forever and need to hit the key again to stop
I think you could get that to happen by pressing the alt key at the right time..?
Mart is correct, the TOGGLEKEY and KEYUP/KEYDOWN basically reach into the keybinding and just flip the internal switch which keeps track of their state, this of course means that if anything subsequently sets that flag then it will over-ride the state. You could observe this before in that for example calling KEYDOWN(forward) would start you moving forward, but pressing and releasing the key would stop you moving, since the key release event would reset the state.
I suppose no one has come up with a macro yet that travels across the rugged terrain of the worlds. I guess that would be the holy grail of macros, considering all the factors it would need to consider (hills, valleys, oceans, rain).
A complete rewrite of auto-crafting, the CRAFT and CRAFTANDWAIT commands are now available again. Crafting will be slower than the old system but much, much more reliable. It can cope with a lot more crap than the old version.
Calling CRAFT now queues the crafting requests, queued requests are shown on the HUD
A new command CLEARCRAFTING which cancels the current crafting job and any queued crafting jobs
Calling SHOWGUI with the name of a custom screen which doesn't exist now creates the screen
All designable BUTTON controls now have an assignable hotkey:
In custom screens, the hotkey can be used with no modifiers
In the Chat screen, the hotkey can be used if you hold down ALT
The hotkey is inactive in other screens (ingame, indebug)
Changes to the command reference screen:
If you press F1 in the macro editor, the command reference will open on the command under the cursor now
You can now type to filter the commands list
I also did quite a bit of internal refactoring (about 17,000 affected lines) so I may have broken things which previously worked, apologies if this is the case.
For the super brave amongst you:
mod_macros_0.12.0_beta1_mc1.9.litemodbroken, use beta 2 insteadThis is an initial update and as such probably totally broken in some places. Please note
This release incorporates a remote check which dials my server to check for expiry, if you are not happy for a mod to "phone home" then don't run this beta. The expiry check simply displays a startup message when a newer beta or the final release is made available. No information is sent to the remote server, it just requests the expiry status.
Changes in this beta
Worth noting is that even though Mojang removed the "super-secret settings" button, the shaders themselves are still present in the game and so the SHADERGROUP command and the associated SHADERGROUPS environment variable still work. If you miss being able to use the post-process shaders then this is good news.
Please let me know any bugs you discover, however do not report bugs which only occur when using Forge or Optifine, if you report bugs and are using Forge or Optifine I will disregard your bug report. As I said above, I will get to Forge compatibility soon, but it is always the last phase of updating and I am just releasing this beta so that people can begin testing, it is not in any way a full supported release.
Ok, all yours, go nuts.
I am super brave like bull (ok maybe I am not so brave), but I thank you greatly for the macro beta, and I am going to use it now. Once again that you for all the great work you do Mumfrey. I will let you know if I run into any issues.
Steve
FYI anybody trying macros beta: update LiteLoader to it's most recent version or it may crash on startup.
I have noticed the WAIT feature isn't waiting. It is 'typing' all of my different sentences instantly. Is this a known problem? I am not running anything but Liteloader and this Macro/keybind mod. If there is a fix/help I can get would be appreciated.
Are you reporting this as a bug against the 1.9 beta or experiencing it with an older version?
None of my scripts are working in 1.9. Did I break something?
Reporting a bug for the 1.9 Beta.
Same here, even with the newest version of liteloader (and no optifine/forge). Neither KEY nor ECHO seems to work, however non-script commands still work. I'm on OS X El Capitan, Java 8.
Edit: Events seem to work (but still not the scripts), prompts for input as well.
For this release I switched to gradle as my build system and it seems like it was corrupting one of the marker characters used to parse the scripts, but only in production which is why I hadn't clocked the problem.
Here is beta 2 which should resolve the issue.
Unrelated, here's a little capture I took last night which shows one possible use of the ATTACKPOWER variable:
Scripts are now working in beta2,
however MODIFY() (no error, just doesn't change message) for the chat send event and KEY("attack") (error, cannot cast net.minecraftforge.client.settings.KeyBindingMap to net.minecraft.util.IntHashMap) do not appear to be working. Additionally, PRESS(), KEY(), etc seems to trigger a blank chat message along with the button press if using the LWJGL name.EDIT: These were due to forge.
Which part of not working with Forge was unclear?
Ah, apologies, I assumed I had found a bug and forgot to test it without Forge. Sorry about that.
I have the recommended Forge and it works just fine with beta2. Thank you.
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
I can't figure out how to use playsound when the sound I want to play has an underscore in the name lol...
A feature in 1.9 is that opening a GUI does not cancel any keystrokes. For example, in 1.8, if you held down forward and sprint, then toggled inventory, you would have to release both sprint and forward and press them again to move. In 1.9, you can hold down these two keys constantly, open and close inventory, and you would instantly be sprintmoving again.
I tried out the TOGGLEKEY using SPRINT, and after toggleing inventory, it cancelled the sprint. Is this intentional, or an oversight?
My assumption is that TOGGLEKEY should just simulate you holding a key down all the time, right? In that case, it isn't doing that anymore.
I assume ToggleKey is just syntactic sugar for a Keyup or Keydown..
Those don't simulate keys forever.., they simulate the event of pressing/releasing a key
That's actually how some keys work, the game doesn't check if they are pressed, it only detects the moments when it becomes pressed/released
This is why sometimes you get stuck keys.., something blocks the game from received the keyup event for just a moment and bam, you're walking forever and need to hit the key again to stop
I think you could get that to happen by pressing the alt key at the right time..?
Anyway, here's a post explaining stateful keys - i think this is what togglekey really does (and why it doesn't keep running in the background to restart your run after you open a GUI) - perhaps it helps shed some light?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1275039-macro-keybind-mod-0-10-12?comment=4291
'Cause tomorrow spring is here
Mart is correct, the TOGGLEKEY and KEYUP/KEYDOWN basically reach into the keybinding and just flip the internal switch which keeps track of their state, this of course means that if anything subsequently sets that flag then it will over-ride the state. You could observe this before in that for example calling KEYDOWN(forward) would start you moving forward, but pressing and releasing the key would stop you moving, since the key release event would reset the state.
I suppose no one has come up with a macro yet that travels across the rugged terrain of the worlds. I guess that would be the holy grail of macros, considering all the factors it would need to consider (hills, valleys, oceans, rain).
Now available for your downloading pleasure:
This version includes:
I also did quite a bit of internal refactoring (about 17,000 affected lines) so I may have broken things which previously worked, apologies if this is the case.
Can I change the increment value of a for statement? || is it always stuck at 1?