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Scriptly

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Everything posted by Scriptly

  1. What if it was connected text. Would I still use regex?
  2. Sorry I didn't elaborate on that. What I want to do is check if the chat contains "You completed the parkour in". Then with that, return the bolded time into a string. I already know how to check if that chat contains text. I'm just having trouble with the second part. Example: "You completed the parkour in 30 seconds! Try again for a better time! From that, I know that it'll always say "You completed the parkour in". I want to use that to find the bolded time.
  3. I know how to find specific words in chat, but how would I be able to get a whole string of text? For example, if I were to check if the chat contained "Hi, what's up.", is there a way to get everything included with it? "Hi, what's up. Hello how are you doing?"
  4. I know this thread is old, but I forgot to put the finished code for anyone who needs it. This is roughly what I did. public int lastaddX; public int lastaddY; public int lastmouseX; public int lastmouseY; private boolean isDragging; @Override public void drawScreen(int mouseX, int mouseY, float partialTicks) { super.drawDefaultBackground(); if (isDragging) { Main.addX = lastaddX + mouseX - lastmouseX; Main.addY = lastaddY + mouseY - lastmouseY; } Main.minX = Main.addX; Main.minY = Main.addY; Main.maxX = Main.addX + 83; Main.maxY = Main.addY + 45; } super.drawScreen(mouseX, mouseY, partialTicks); }
  5. I tried in the other class, but not this one. I checked the response and thought you meant to just send this. However, I am not sure where it would go here aswell.
  6. Here is the renderer @SubscribeEvent public void onRenderOverlay(RenderGameOverlayEvent event) { if (event.type != RenderGameOverlayEvent.ElementType.TEXT || event.isCancelable()) { return; } if (!BetterCounters.enabled || (this.mc.currentScreen != null && !(this.mc.currentScreen instanceof gui))) { return; } int countercolor = 16777215; if (gui.color == 0) { countercolor = 16777215; //white } else if (gui.color == 1) { countercolor = 16711680; //red } else if (gui.color == 2) { countercolor = 16776960; //yellow } else if (gui.color == 3) { countercolor = 16749568; //orange } else if (gui.color == 4) { countercolor = 1113879; //green } else if (gui.color == 5) { countercolor = 65535; //aqua } else if (gui.color == 6) { countercolor = 255; //blue } else if (gui.color == 7) { countercolor = 6950317; //purple } else if (gui.color == 8) { countercolor = 16733951; //pink } else if (gui.color == 9) { countercolor = chromaEffect((float)this.index + (float)this.x * 2000.0F, 1.0F).getRGB(); //rainbow } boolean blendEnabled = GL11.glIsEnabled(3042); GL11.glEnable(3042); if (enabled == true) { if (ingame == true) { if (solos == true) { Gui.drawRect(BetterCounters.counterPosX, counterPosY, counterPosX + 82, counterPosY + 44, 1140850688); this.mc.fontRendererObj.drawStringWithShadow("Kills: " + BetterCounters.kills, counterPosX + 4, counterPosY + 3, countercolor); this.mc.fontRendererObj.drawStringWithShadow("Final Kills: " + BetterCounters.finalkills, counterPosX + 4, counterPosY + 13, countercolor); this.mc.fontRendererObj.drawStringWithShadow("Beds Broken: " + BetterCounters.bedsbroken, counterPosX + 4, counterPosY + 23, countercolor); this.mc.fontRendererObj.drawStringWithShadow("Deaths: " + BetterCounters.deaths, counterPosX + 4, counterPosY + 33, countercolor); if (blendEnabled) { if (blendEnabled) { GL11.glDisable(3042); } } } } }
  7. Thanks. Also, where would I use that in there?
  8. Would there be any way to make this look less laggy? I've seen other draggable GUI's and they look smooth when they are dragged. Here is the code: protected void mouseClicked(final int x, final int y, final int time) throws IOException { final int minX = ManyCounters.counterPosX; final int minY = ManyCounters.counterPosY; final int maxX = ManyCounters.counterPosX + this.fontRendererObj.getStringWidth(this.mc.debug.split(",")[0].replace("counter", "counter")) + 30; final int maxY =ManyCounters.counterPosY + 12; if (x >= minX && x <= maxX && y >= minY && y <= maxY) { this.isDragging = true; this.lastX = x; this.lastY = y; } super.mouseClicked(x, y, time); } protected void mouseMovedOrUp(final int x, final int y, final int which) { if (which == 0 && this.isDragging) { this.isDragging = false; } super.mouseReleased(x, y, which); } protected void mouseClickMove(final int x, final int y, final int lastButtonClicked, final long timeSinceClick) { if (this.isDragging) { ManyCountersCounters.counterPosX += x - this.lastX; ManyCountersCounters.counterPosY += y - this.lastY; this.lastX = x; this.lastY = y; } super.mouseClickMove(x, y, lastButtonClicked, timeSinceClick);
  9. @SubscribeEvent public void chatReceivedEvent(ClientChatReceivedEvent event) { Pattern p = Pattern.compile("\\w{1,16} [ A-Za-z0-9_]+ (by|of|to|for) "+Pattern.quote(Minecraft.getMinecraft().thePlayer.getName())); Matcher m = p.matcher(event.message.getUnformattedText()); if (m.matches()) { ++kills; } } Does this look right? I haven't gotten it to work yet.
  10. Sorry about the picture of code. Some examples are: " Sorry about the picture of code. Some examples are: "Mega3008 was killed by Scriptly!" (The name at the end would be the players name) "The_Theif was killed by Scriptly!" "Arant was stomped by Scriptly." "Xeroplasma was glazed in BBQ sauce by Scriptly."
  11. I'm making a kill counter for solo and double bedwars on Hypixel. Hypixel doesn't use normal kill/death events, so someone recommended to use Regex patterns with ClientChatReceivedEvent. I've gotten this far and everything seems right. If someone could look at this and tell me what I did wrong that would be great.
  12. I know you can search the chat for words with this, but how would I be able to search the whole screen for a specific word? (Like on the sidebar on Hypixel) @SubscribeEvent public void onClientChat(ClientChatReceivedEvent event) { if (event.message.getUnformattedText().contains()) {
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