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New postPosted: 2010-12-26, 8:58 pm 
   Post subject: Introducing EventScripts Minecraft/hMod [v0.2] UNSUPPORTED

EventScripts Minecraft v0.2

NOTE: Since hMod is no longer being maintained, :arrow: EventScripts was ported to Bukkit. The API changed a great deal and hMod scripts will not be backwards compatible. There are a lot of new features using Bukkit, though.

What is it?

    An easy scripting engine so you can mod your own Minecraft server without compiling anything. It leverages Python/Jython and the original EventScripts engines in order to make modding as easy as possible, keeping good performance because the scripts are compiled to Java bytecode when you load them.

    For example, here's all you need to prevent drowning on your server:

    PYTHON:
      import esm

      # Just name the function for the event we want to monitor
      def damage(event):
              if event.defender.isPlayer() and event.type == esm.DamageType.WATER:
                      # prevent the damage
                      return False
              return True

    If you want a slightly cooler example, here's how you could teleport yourself around using a rose. See the examples provided with the download, too.

    Also, see my MagicItems mod for an advanced example.

Installation Instructions

    On your Minecraft server:

    • Install hMod (You need 132 or higher)
    • Place EventScripts.jar your minecraft/bin/plugins folder.
    • Add EventScripts to the list in minecraft/bin/server.properties file:
      Code:
      plugins=EventScripts
    • Optional: Add es_load scriptname to minecraft/bin/autoexec.cfg for all scripts you want to auto-load (create it if necessary, ES will create it if it doesn't exist)

Download:


Documentation:

  • ES-specific documentation (coming soon, see examples)
    • Supported Events:
      • Event names (lower-case though)
      • Event parameters mirror the parameters to the hMod listener functions (also lower-case though)
      • Console commands:
        • es_load scriptname -- loads a script from bin/plugins/eventscripts/scriptname/scriptname.py
        • es_unload scriptname -- unloads a script
        • es_reload scriptname -- reloads a script
    • Jython: http://wiki.python.org/jython/DocumentationAndEducation
    • hMod API is fully accessible from scripts: http://hey0.ricin.us/javadoc/
      • Easy access to hMod etc class via esm, where all methods are copied there
      • Easy access to hMod Server instance via esm.server (e.g. loc = esm.server.getSpawnLocation())


Disclaimer:
    Minecraft is in beta, hMod is under development, and EventScript is in alpha.

    The game will change, the API will change and your scripts will break! Get used to it until things settle down with Minecraft and/or the official Minecraft API is released. You were warned!


Changelog:
  • v0.2.7: Removed dependency on items.txt, instead uses the Item.Type names.
  • v0.2.6: Added support for attack event, fixed block_physics, fixed item_use, added esm.items.isName(name) for command checks.
  • v0.2.5: Added esm.delayed(seconds, func, args=(), kw=None) so you can easily schedule functions to run at a later time.
  • v0.2.1: Changed packaging to use .jar solelt and added support for .jar script mods
  • v0.1.5: Initial public release


Hope you like this,
-Mattie


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Couldn't open script for addons/eventscripts/MiB/es_MiB.txt
 
New postPosted: 2010-12-26, 10:46 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.1.5]

COOL!!!!!!!
I've been getting into minecraft so much.

~MiB


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Couldn't open script for addons/eventscripts/MiB/es_MiB.txt
 
New postPosted: 2010-12-27, 12:29 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.1.5]

Since can't post in the questions section yet, how would I split the text?
Cause apparently .split doesn't work, and how would I tell one person a message theres only messageAll and yeah...

~MiB


Last edited by .:MiB:. on 2010-12-27, 12:30 am, edited 1 time in total.

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New postPosted: 2010-12-27, 12:36 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.1.5]

.:MiB:. wrote:
Since can't post in the questions section yet, how would I split the text?
Cause apparently .split doesn't work, and how would I tell one person a message theres only messageAll and yeah...

~MiB


Can you clarify what text you're trying to split? split() does work, but the args work differently and are usually pre-split for you.

You want to use the Player's sendMessage() method:
http://hey0.ricin.us/javadoc/Player.html
http://hey0.ricin.us/javadoc/Player.html#sendMessage(java.lang.String)

I will eventually have an esm.msg() and esm.tell(name, txt) command just to make life easier at times.

The question forum should be open for business now. :)

-Mattie


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New postPosted: 2010-12-27, 12:45 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.1.5]

Ah didn't see it, I have been looking into alittle of the commands but apparently not enough.
Oh and sorry, the split mistake was on my part I used ev.message.lower.split(" ") instead of ev.message.lower().split(" ").
Sorry xD, also cool for the esm methods can't wait. Great job so far ;).

~MiB


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New postPosted: 2010-12-27, 1:32 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

I updated this to v0.2 already. I added simpler install instructions and I now allow script addons to be published in a .jar format.

I dislike this a little because I like script files to be open and easily edited, but I'm finding that users really like a super-simple method to install things if they can get it.

-Mattie


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New postPosted: 2010-12-27, 9:19 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

So ES is now branching out into other engines eh? Neat!

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New postPosted: 2010-12-27, 9:50 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

nice stuff there :D

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New postPosted: 2010-12-27, 10:06 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

Fcking awesome, w00t!

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New postPosted: 2010-12-27, 10:18 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

w00t! Now we are all waiting for an EventScripts server ;)

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New postPosted: 2010-12-27, 11:23 am 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

W00t!

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New postPosted: 2010-12-27, 4:55 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

(Is there possible to write into the Addon Scripts section please? Haven't new topic button :( )

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New postPosted: 2010-12-27, 5:49 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

FMIS wrote:
(Is there possible to write into the Addon Scripts section please? Haven't new topic button :( )


Try now maybe? Sorry about that!


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New postPosted: 2010-12-27, 6:22 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

Mattie wrote:
FMIS wrote:
(Is there possible to write into the Addon Scripts section please? Haven't new topic button :( )


Try now maybe? Sorry about that!


Works now, thanks!

viewtopic.php?f=161&t=41783

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New postPosted: 2010-12-27, 7:29 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

More updates to make scripting even easier.

EventScripts 0.2.6
* Support for attack event
* Fixed block_physics
* Fixed item_use
* added esm.items.isName() for name lookup

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New postPosted: 2010-12-27, 8:41 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

THIS IS AWESOME! And I just recently started playing minecraft again, too!

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New postPosted: 2010-12-28, 2:02 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

New tweak:

v0.2.7: Removed dependency on items.txt, instead itemlib uses the Item.Type names for esm.items

This could break backwards compatibility because the names in items.txt and the names in Item.Type aren't identical. Basically esm.items contains all the names here:
http://hey0.ricin.us/javadoc/src-html/Item.Type.html

in both mixed-case and also in lower-case. I also made some extra ones that MagicItems used for backcompat.

Here's the code that esm.items uses to build itself, for handy reference:

PYTHON:
    class ItemLookup():
        """
        Used to read the items in items.txt and expose them from Python as if
        they were real constants.
        """
        def __init__(self):
            self.ids = {}
            for i in Item.Type.values():
                name = str(i)
                id = i.getId()
                self.__dict__[name]=id
                self.__dict__[name.lower()]=id
                self.ids[id]=name
            self._tweaks()
        def _tweaks(self):
            self.redstonedust=self.redstone
            self.tree=self.wood
            self.brickblock=self.brick
            self.mossy=self.mossycobblestone
            self.clayblock = self.clay
            self.redstoneorealt = self.glowingredstoneore
        def nameOf(self, id):
            return self.ids[id] if id in self.ids else None
        def isName(self, name):
            return name in self.__dict__


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New postPosted: 2010-12-30, 4:04 pm 
   Post subject: Re: Introducing EventScripts for Minecraft [v0.2]

Lol, hah, can't believe I haven't seen this before now. Tyjuji told me ES supported minecraft now, and I was like.. "Minecraft isn't source engine".. meh, then I went here, and I saw it does support it!
Damn man, I'll have to test this out later! ^^
PS: Anyone knows a good server I can play on? :)


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