You can! It's a setting in the config file rather than an in-game option but you can re-assign the colour-code helper to another key by finding the following option in .macros.txt
# Use 0 to disable or -1 to use the MACRO OVERRIDE key
colourcodehelperkey=-1
The default is -1 meaning it uses the same key as MACRO OVERRIDE, you can alternatively set it to 0 to disable or to any other LWJGL key code that you like.
Im having this problem where this mod conflicts with other modloader compatible mods like smart moving, player api, better enchanting, optifine, and single player commands. A good fix i found was to use all the mods without modloader they all worked but when i added the macros mod it wouldnt work without it all the other mods would work fine but the controls wouldnt appear and you couldnt open the configure screen. My question is can you make a version of this mod that doesnt require modloader? Im not good at programming so i dont even know if thats possible, If you thanks in advance for now ill have to go without macros :/
Well the onHealthChange is supposed to fire twice per heart because each heart represents 2 points of health. The easiest way to implement hysteresis with events is to use a flag within the event to prevent retriggering within a certain time period. Consider this:
Now the spell will only trigger when taking damage (not when healing) and cannot retrigger within 2 seconds. Essentially the flag "hurting" is used as a mutex
Ok but where do I put this? In a txt file if so where do I put the txt file?
Ok but where do I put this? In a txt file if so where do I put the txt file?
You know what I just thought about that and realized it goes in onhealthchange. Also I'm planning to do the same with the /cast food spell which is the same as the heal spell. How do I do this?
Ok but where do I put this? In a txt file if so where do I put the txt file?
There's to ways you can do this. I tell you the eassier way witch is to put it in a .txt file! So the way you would do that is under the "onHealthChange" event you type : $$<healSpell.txt> and the in the mods>macros folder you would put a text file named "healSpell.txt". Inside it will say:
Well I tried out the echo("hello %JOINEDPLAYER%") that you guys showed me but then when I relogged it attempted to say hello to all 20 of the people online and it spammed. The mods are fed up with automated macros spamming them and I'm no longer allowed to use automated macros.
There's to ways you can do this. I tell you the eassier way witch is to put it in a .txt file! So the way you would do that is under the "onHealthChange" event you type : $$<healSpell.txt> and the in the mods>macros folder you would put a text file named "healSpell.txt". Inside it will say:
When your health changes it will call that .txt file and do what is in it.
Don't forget the script tags
Instead of $$<healSpell.txt> , type $${$$<healSpell.txt>}$$
Alternatively, put $${ on the first line of the file and }$$ in the last line of the text file
You know what I just thought about that and realized it goes in onhealthchange. Also I'm planning to do the same with the /cast food spell which is the same as the heal spell. How do I do this?
Just replace HEALTH with HUNGER and it will work the same way, the script mumfrey gave should be quite safe
Actually, you might want to, instead of comparing hunger to oldhunger, see if it's less than 18, so that line would be
IF(HEALTH < 18 && !hurting);
@Mumfrey: From what i've seen, on healthchange doesn't fire twice per heart unless you take 2 damages of half a heart each...
so a nice bowshot, unprotected, that knocks like 4 hearts off you will still trigger it just once
Im having this problem where this mod conflicts with other modloader compatible mods like smart moving, player api, better enchanting, optifine, and single player commands. A good fix i found was to use all the mods without modloader they all worked but when i added the macros mod it wouldnt work without it all the other mods would work fine but the controls wouldnt appear and you couldnt open the configure screen. My question is can you make a version of this mod that doesnt require modloader? Im not good at programming so i dont even know if thats possible, If you thanks in advance for now ill have to go without macros :/
Sorry but it's not this mod, and those mods don't conflict with modloader or my mod. More likely is that when you install modloader it's trying to load an outdated mod still in your mods folder left over from an older minecraft version. Check and or backup&delete your "mods" folder and then just test modloader alone, if that works add my mod and you're done.
Well I tried out the echo("hello %JOINEDPLAYER%") that you guys showed me but then when I relogged it attempted to say hello to all 20 of the people online and it spammed. The mods are fed up with automated macros spamming them and I'm no longer allowed to use automated macros.
This is a bug in the current release, the best I can suggest is using something like this in onJoinGame:
@Mumfrey: From what i've seen, on healthchange doesn't fire twice per heart unless you take 2 damages of half a heart each...
so a nice bowshot, unprotected, that knocks like 4 hearts off you will still trigger it just once
Well, sorry I should have said "can" fire twice per heart, if you're taking damage slowly (eg from starvation or fire), I was just trying to highlight the fact that each heart is actually 2 health points.
Each onSomethingChange event literally works by watching the value of each variable and checking whether it has changed between ticks, if it has then the event is queued and processed on the next tick. This means it can trigger if 1/2 a heart changes or 5 hearts at once, depending on the amount of damage taken between ticks (which can be from different sources simultaneously if you're unlucky enough to be, for example, shot by a skeleton whilst burning)! This means the events themselves aren't very intelligent and using something like the #oldhealth variable I mentioned above is a good idea for actually determining in what way health has been changed.
I really REALLY want to make a pathfinding script so i can make a parcour map and then press one and have it evaluate the terrain and move the character accordingly. Any ideas or features that need to be added?
I know this is possible, but can someone help me with this?
I had a simple bind to home. (H /home home)
Now I moved my storage to /home bunker799
Is there a random type of bind etc, so that when I press H it chooses at random to go to /home home or /home bunker799
Thanks.
Rollback Post to RevisionRollBack
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
I know this is possible, but can someone help me with this?
I had a simple bind to home. (H /home home)
Now I moved my storage to /home bunker799
Is there a random type of bind etc, so that when I press H it chooses at random to go to /home home or /home bunker799
Thanks.
I have been trying to get this to work, but have not been able to, so I'm going to ask here once again in hopes that this will work. I am trying to do a macro that does an autoban for advertisers, what I am confused about is trying to get it to match the exact text in the chat, and extract just the playername, here is the format for the chat http://gyazo.com/d6458eb0b103c469138fb2fc30bb83db and each user, even the defaults, has a prefix, we have all the prefixes set to be in square brackets '[' and ']', so its not too hard to get the username.
Any help?
I have been trying to get this to work, but have not been able to, so I'm going to ask here once again in hopes that this will work. I am trying to do a macro that does an autoban for advertisers, what I am confused about is trying to get it to match the exact text in the chat, and extract just the playername, here is the format for the chat http://gyazo.com/d64...38fb2fc30bb83db and each user, even the defaults, has a prefix, we have all the prefixes set to be in square brackets '[' and ']', so its not too hard to get the username.
Any help?
What are the "prefix - suffix"?
Presuming you don't use those, so your chat looks like
[Sledge] Nulls3t where am i
[Flutters] Hydraliskman oh, just the basement, come up here
Should match, for the second message &nickFlutters &nameHydraliskman &messageoh, just the basement, come up here
The regex being
§[0-9a-fA-Fk-pK-P]\[(.+?)\]\s§f(.+?)\s(.+)
[acronym:colour code]§[0-9a-fA-Fk-pK-P][/acronym]
[acronym: left bracket (escaped so it's literal)]\[[/acronym]
[acronym:any amount of any letters, as little as is needed to match](.+?)[/acronym]
[acronym: right bracket (escaped so it's literal)]\][/acronym]
[acronym:a space]\s[/acronym]- [acronym:color code of white]§f[/acronym]
[acronym:any amount of any letters, as little as is needed to match](.+?)[/acronym]
[acronym:a space]\s[/acronym]
[acronym:any letter, repeated (basically matches everything now)](.+)[/acronym]
I was working on another "quicksave" script but I am having problems with the script.
It still does the /party setspawn when I set quicksave off.
Any ideas?
I'm not sure, but since the check "WHILE(flag)" goes at the end, and the mod is going for..., whatever you call it when there's no GOTO or such, i imagine it runs through it one last time when you turn it off
Anyway, what i would do instead is make "sav" "@sav" (global variable), and get rid of the second to last line...
I'm not sure, but since the check "WHILE(flag)" goes at the end, and the mod is going for..., whatever you call it when there's no GOTO or such, i imagine it runs through it one last time when you turn it off
Anyway, what i would do instead is make "sav" "@sav" (global variable), and get rid of the second to last line...
I assume you're using a non-UK keyboard that requires the use of AltGr for that symbol:
Ok but where do I put this? In a txt file if so where do I put the txt file?
You know what I just thought about that and realized it goes in onhealthchange. Also I'm planning to do the same with the /cast food spell which is the same as the heal spell. How do I do this?
There's to ways you can do this. I tell you the eassier way witch is to put it in a .txt file! So the way you would do that is under the "onHealthChange" event you type : $$<healSpell.txt> and the in the mods>macros folder you would put a text file named "healSpell.txt". Inside it will say:
When your health changes it will call that .txt file and do what is in it.
Don't forget the script tags
Instead of $$<healSpell.txt> , type $${$$<healSpell.txt>}$$
Alternatively, put $${ on the first line of the file and }$$ in the last line of the text file
Just replace HEALTH with HUNGER and it will work the same way, the script mumfrey gave should be quite safe
Actually, you might want to, instead of comparing hunger to oldhunger, see if it's less than 18, so that line would be
IF(HEALTH < 18 && !hurting);
@Mumfrey: From what i've seen, on healthchange doesn't fire twice per heart unless you take 2 damages of half a heart each...
so a nice bowshot, unprotected, that knocks like 4 hearts off you will still trigger it just once
'Cause tomorrow spring is here
Sorry but it's not this mod, and those mods don't conflict with modloader or my mod. More likely is that when you install modloader it's trying to load an outdated mod still in your mods folder left over from an older minecraft version. Check and or backup&delete your "mods" folder and then just test modloader alone, if that works add my mod and you're done.
This is a bug in the current release, the best I can suggest is using something like this in onJoinGame:
which will set a global flag for 10 seconds after joining the game, then in your onPlayerJoined event use:
Essentially my fix for this works precisely the same way, but is just handled internally in the mod.
Well, sorry I should have said "can" fire twice per heart, if you're taking damage slowly (eg from starvation or fire), I was just trying to highlight the fact that each heart is actually 2 health points.
Each onSomethingChange event literally works by watching the value of each variable and checking whether it has changed between ticks, if it has then the event is queued and processed on the next tick. This means it can trigger if 1/2 a heart changes or 5 hearts at once, depending on the amount of damage taken between ticks (which can be from different sources simultaneously if you're unlucky enough to be, for example, shot by a skeleton whilst burning)! This means the events themselves aren't very intelligent and using something like the #oldhealth variable I mentioned above is a good idea for actually determining in what way health has been changed.
When using GuiAPI, and opening the mod option screen, the screen freezes, though Minecraft doesn't crash.
I've tested this with a .jar with Optifine C2 and Modloader (and GuiAPI), and then after adding your mod the problem suddenly popped up.
Could you perhaps take a look at it? I've been using your mod for a very long time and I never got displeased by it by the way, it's awesome
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
I had a simple bind to home. (H /home home)
Now I moved my storage to /home bunker799
Is there a random type of bind etc, so that when I press H it chooses at random to go to /home home or /home bunker799
Thanks.
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
Yes with RANDOM and IIF.
Macro/Keybind mod Wiki
Any help?
What are the "prefix - suffix"?
Presuming you don't use those, so your chat looks like
[Sledge] Nulls3t where am i
[Flutters] Hydraliskman oh, just the basement, come up here
You should be able to get it with
Match(%CHAT%,§[0-9a-fA-Fk-pK-P]\[(.+?)\]\s§f(.+?)\s(.+),&nick,1)
Match(%CHAT%,§[0-9a-fA-Fk-pK-P]\[(.+?)\]\s§f(.+?)\s(.+),&name,2)
Match(%CHAT%,§[0-9a-fA-Fk-pK-P]\[(.+?)\]\s§f(.+?)\s(.+),&message,3)
Should match, for the second message
&nick Flutters
&name Hydraliskman
&message oh, just the basement, come up here
The regex being
§[0-9a-fA-Fk-pK-P]\[(.+?)\]\s§f(.+?)\s(.+)
[acronym:colour code]§[0-9a-fA-Fk-pK-P][/acronym]
[acronym: left bracket (escaped so it's literal)]\[[/acronym]
[acronym:any amount of any letters, as little as is needed to match](.+?)[/acronym]
[acronym: right bracket (escaped so it's literal)]\][/acronym]
[acronym:a space]\s[/acronym]- [acronym:color code of white]§f[/acronym]
[acronym:any amount of any letters, as little as is needed to match](.+?)[/acronym]
[acronym:a space]\s[/acronym]
[acronym:any letter, repeated (basically matches everything now)](.+)[/acronym]
'Cause tomorrow spring is here
It still does the /party setspawn when I set quicksave off.
Any ideas?
Cheers.
I'm not sure, but since the check "WHILE(flag)" goes at the end, and the mod is going for..., whatever you call it when there's no GOTO or such, i imagine it runs through it one last time when you turn it off
Anyway, what i would do instead is make "sav" "@sav" (global variable), and get rid of the second to last line...
if(@sav);
log("&2[Macro] &fQuicksave Off.");
unset(@sav);
else;
log("&2[Macro] &fQuicksave On.");
set(@sav);
Do;IIF(HEALTH < 3,"/party setspawn");WHILE(sav);endif;
}$$
$${
IF(health < 3)
IF(@sav)
Echo(/party setspawn)
ENDIF
ENDIF
}$$
let me know if it works for you =)
Also, why is that doing anything, doesn't it need an ECHO(text) to use the chat? o.o?
'Cause tomorrow spring is here
IIF works es IF;ECHO;ELSE;ECHO;ENDIF
PS: underhealt IF(@sav)
Macro/Keybind mod Wiki
'Cause tomorrow spring is here
$${IF(@sav);
LOG("&2[Macro] &fQuicksave off.");
UNSET(@sav)
ELSE;
LOG("&2[Macro] &fQuicksave on.");
SET(@sav);
IF(HEALTH < 3);
IF(@sav);
Echo("/party setspawn");
ENDIF;
ENDIF;
ENDIF;}$$
It doesnt even do the command now.