I have a Super Bowl prediction!!! Green Bay 31, Pittsburgh 25.
Place your bets now!
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I have a Super Bowl prediction!!! Green Bay 31, Pittsburgh 25.
Place your bets now!
bahahahahahaha
4
Quote from WorldPlayer6»
I am having problems finding out how to make something that could auto respond to someones message that they send me in game. For example I would like to make it so If someone sends me a private message like "Hello" it would auto respond with "Hi", and have multiple of these in place so there could be like a list of questions they could ask me, and have auto responses set up for them. Also if possible I would like to have a default response if the message meets none of the selected questions. If you could just reference me to a tutorial that explains how to do something like this, or explain it to me step by step it would be very appreciated.
Thanks in advance.
-WorldPlayer6
Step 1) When does the script need to run
answer) Whenever a new message appears in chat
therefore) the script should be bound to onChat
Step 2) What should it do, atomically
answer)
Check if the message is a PM.., if it is ,extract the actual &message (cut out the name and stuff)
then check if &message is a specific question, echo an answer..,
then check if &message is another specific question, echo an answer,
etc.
therefore)
IFMATCHES(%CHAT%,"pattern_for_chat",&message,1)
IFMATCHES();ECHO();ENDIF
IFMATCHES(); ECHO(); ENDIF
etc...
ENDIF
Example:
$${
IFMATCHES(%CHAT%,"<(.+?)> (.+)")
ENDIF
}$$
Syntax used here
${ }$ Script tags, ALWAYS surround your scripts with these.., if you don't it just dumps everything you write into chat
and if you do that in onChat you get a feedback loop of very fast spam
PLAYER The name of whoever is playing.., While not super-different to just writing your name it does mean that your script won't malfunction if you log in with another account or share it with someone and forget to change it
IFMATCHES(subject,pattern,[&var],[group]); ... ;ENDIF Compares the subject to a regular expression pattern.., if it matches, runs the code between, otherwise it skips it
can save at most one result of the match by specifying &var.., by default saves the entire match, if group is specified then it saves that capturing group
IF(); ... ;ENDIF Checks the condition inside if and only runs the code inside if that condition is true
MATCH(subject,pattern,{&var1,&var2}) like an IFMATCHES but doesn't act like an IF block, only saves matches
can save ALL the capturing group by putting a lst of them between curly brackets as the third variable
also supports the IFMATCHES syntax where it saves one variable based on a group number
------
As for tutorials, mumfrey has video tutorials to get the basic ideas of how a script is written and run
The changelog has a list of pretty much every command with explanations of what they do
and the ingame help (F1 when editing a binding) has basic syntax reference, also available at http://mkb.gorlem.ml/scripts/list
not a clue, that's more technical than i understand
If i had to guess i'd say Key() might just not work with other mods.., so far no one has been able to make it work (or never told us about it after asking for ideas)
You could ask the mod author if they could write an MKB module to provide some commands for their mod (or enable the existing ones like Key() to work with their binds) but i wouldn't get your hopes up on that front
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The issue isn't something to fix on Cofh's end. The fix is something to do on Fluid's end.
Pipes: Apparently, any modded pipes will work just fine; people have confirmed that Reika's pipes, for example, work. A full block of flowing fluid looks like a full block of minecraft water.
The issue seems to be triggered by mods that want CofhCore instead of CofhLib.
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Yes. There should be very few mods if any this wouldn't be compatible with.
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Really? I was have guessed 1.7 would have far surpassed 1.8. Strange because everyone I know uses 1.7.10.
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Quote from SilverDarkBlade19»
is the rift key in fact a dummy code item? it looks cool. also looking-glass for dimensional doors would be really sweet. i could finally build the tardis i have always wanted to.
I'm checking to see if Looking-Glass works with Dim Doors as they are now anyways.
Edit: It does not. Latest Looking-Glass does not work with the test 1.7.10 build of Dim Doors.
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Bows...
I could still make it work, but the number of commands needed would probably break the server.
(Essentially tracing the path of the arrow backwards to the shooter using a whole ton of math)
I can't think of a good way to do this then
The best solution I can come up with is to track who shot last by testing for players with a stats used bow thing.
But that has the problem that someone could kill-steal by shooting a tree while your arrow is travelling.
(Given the timing that would be required, it would probably be a fairly rare occurrence, but the potential is still troubling)
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"Memory: 75746144 bytes (72 MB) / 259522560 bytes (247 MB) up to 259522560 bytes (247 MB)"
That says it was actually only using 72 MB of that, so memory was not an issue (though 247 MB does sound a bit low, but for a server with just a few players and a low view distance it may be fine). People exaggerate how much memory Minecraft needs, as if you need like 16 GB of RAM to get it to run, much less without lag.
That said, "watching server" is due to a "feature" added to 1.8, the "server watchdog" which forcibly kills the server if it lags too much for any reason, it may not even be noticeably lagging or somebody /tp'ed to a new area, which ties up the server as it generates new chunks. As noted in the link, edit "server.properties" and set "max-tick-time" to -1 to disable it.
1
Since there is no way (as far as I'm aware) to detect a dead mob, you need the rider so that you will have something to detect.
You can't testfor a mob with 0 health, because it doesn't work.
There is no way that I can figure out to determine who actually killed the named mob, but I have thought of a way to approximate.
Bob is the named zombie, and Bob2 is his silverfish hat.
BobAlive is a scoreboard dummy objective that gets set to 0 for @e at the start of every clock cycle
ZombieKills is the scoreboard objective that tracks zombie kills (it also needs to get set to 0)
Points is your score.
/execute @e[type=Zombie,Name=Bob] ~ ~ ~ /scoreboard players set @e[type=Silverfish,Name=Bob2,r=2] BobAlive 1
This makes it so that we have a mark on Bob2.
/execute @e[type=Silverfish,Name=Bob2,score_BobAlive=0] ~ ~ ~ /scoreboard players add @p[r=5,score_ZombieKills_min=1] Points 1
The first bit executes relative to a silverfish who was Bob-less at the start of the clock cycle
(since he didn't have a Bob to give him a BobAlive score)
Then the second part will give a point to anyone who just killed a zombie (thus having a ZombieKills score of 1) and who is within 5 blocks of the now Bob-less Bob2.
Finally, to clean up:
/kill @e[type=Silverfish,Name=Bob2,score_BobAlive=0]
(Note: A Bobless silverfish is a fun thing to write and say)
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When the person presses the button and you've sorted a way for it to test coins, etc.
Make a new scoreboard objective named (item name here). Using the command
/scoreboard objectives add (item name) dummy
Repeat for all the other items
Then every minigame, get command blocks to test for every item score, using
/scoreboard players test @p (item name) 1 100
Place a comparator facing away from this, then place another command block with the command
/scoreboard players reset @p (item name)
Then place a repeater out from this block, into the next block which gives your player the item.
Here's a world download for reference
When the person presses the button and you've sorted a way for it to test coins, etc.
Make a new scoreboard objective named (item name here). Using the command
/scoreboard objectives add (item name) dummy
Repeat for all the other items
Then every minigame, get command blocks to test for every item score, using
/scoreboard players test @p (item name) 1 100
Place a comparator facing away from this, then place another command block with the command
/scoreboard players reset @p (item name)
Then place a repeater out from this block, into the next block which gives your player the item.
Here's a world download for reference
The only downside to this is that I'd have to spend more than 30 seconds to come up with a way that lets you purchase multiple items per round, and I'm too lazy. Sorry
~~~nalced09
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Walls of text are against forum rules use spoilers ( [ spoiler ] blahblahblah [ /spoiler ] )