w0nd3rb0y
Legacy Supporter 5
- Joined
- May 4, 2012
- Location
- Charlotte, North Carolina
It's pretty simple. Here is the script for the Macro.
Follow instruction on how to make a .txt file from the OP.
It is VERY important that you match the Chat, to the first line. So when you use the skill, it activates the macro. If the skill uses the [Skill] in chat format, make sure you "^<TAB>\[Skill\]<SPACE>player used. The Backslashes in "Skill" are essential.
If the skill is used on a player or even yourself, replace the name of the player with (.+?) as seen in this code.
Some skills do not use the [Skill] format, ie Balance where the chat message is just You used Balance! If this is the case just put "^You used Balance!" Simple enough, most people with a brain will be able to figure it out.
Now onto the counter. Each skill needs to be a different counter. Notice in this script it is #counter1. This will work for the first skill. The next script you write for another skill will be #counter2 and so on.
Edit: the number next to the first #counter1 is the CD in seconds, in this case 15
Moving on the the @skill. This appears twice in the script. This is the control name. So name it after the skill for ease of remembering. I would suggest using lowercase. So if we are doing it for the skill "JUMP" make the control name @jump.
Lastly you will notice just the word Skill after the control name. This is What will appear in the Label we make later. The first Skill follows a color code, &c which is Red. This is the color the label will be when on CD. The second is not colored, and this is because that color is determined by the color you choose on the label.
On to the Label.
Go to your GUI screen, and select one of the GUIs either default, ingame, or inchat. Either on you choose, MAKE SURE you drag the GUI from the LEFT to the RIGHT "ingame" location.
Next "Add Label" on gui screen.
In control name you will put the control name from the script. So as previously stated if you used @jump, this is what you will but there.
In Label text just put %%
In binding you will put your counter from the script. In this case it will be #counter1. However this will change with each script, so pay attention.
Next it's up to you to make it pretty. I select Middle Centre and make the Opacity 0%. The color is also up to you. In the picture it is the default green, but you can make it whatever you want.
Lastly, go to OnChat event and put in.\:
Obviously replacing classcds.txt with the name of you text file.
@Ahrall if you find time, could you make a video on this? You commentate far better than I.
Follow instruction on how to make a .txt file from the OP.
Code:
IFMATCHES(%CHATCLEAN%,"^ \[Skill\] Player used Skill on (.+?)!");
Set(#counter1, 15);
do()
SetLabel(@skill,&cSkill %#counter1%);
Dec(#counter1);
wait(1);
Until(#counter1 == 0)
if(#counter1 == 0)
SetLabel(@skill, Skill);
ENDIF;
ENDIF;
It is VERY important that you match the Chat, to the first line. So when you use the skill, it activates the macro. If the skill uses the [Skill] in chat format, make sure you "^<TAB>\[Skill\]<SPACE>player used. The Backslashes in "Skill" are essential.
If the skill is used on a player or even yourself, replace the name of the player with (.+?) as seen in this code.
Some skills do not use the [Skill] format, ie Balance where the chat message is just You used Balance! If this is the case just put "^You used Balance!" Simple enough, most people with a brain will be able to figure it out.
Now onto the counter. Each skill needs to be a different counter. Notice in this script it is #counter1. This will work for the first skill. The next script you write for another skill will be #counter2 and so on.
Edit: the number next to the first #counter1 is the CD in seconds, in this case 15
Moving on the the @skill. This appears twice in the script. This is the control name. So name it after the skill for ease of remembering. I would suggest using lowercase. So if we are doing it for the skill "JUMP" make the control name @jump.
Lastly you will notice just the word Skill after the control name. This is What will appear in the Label we make later. The first Skill follows a color code, &c which is Red. This is the color the label will be when on CD. The second is not colored, and this is because that color is determined by the color you choose on the label.
On to the Label.
Go to your GUI screen, and select one of the GUIs either default, ingame, or inchat. Either on you choose, MAKE SURE you drag the GUI from the LEFT to the RIGHT "ingame" location.
Next "Add Label" on gui screen.
In control name you will put the control name from the script. So as previously stated if you used @jump, this is what you will but there.
In Label text just put %%
In binding you will put your counter from the script. In this case it will be #counter1. However this will change with each script, so pay attention.
Next it's up to you to make it pretty. I select Middle Centre and make the Opacity 0%. The color is also up to you. In the picture it is the default green, but you can make it whatever you want.
Lastly, go to OnChat event and put in.\:
Code:
$${$$<classcds.txt>$$}$$
@Ahrall if you find time, could you make a video on this? You commentate far better than I.
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