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- -Flames-
-
Scratcher
63 posts
Modding with iBot Moddable!
First off, if you don't know already this is the link to the iBot project: https://scratch.mit.edu/projects/73457338/
So, I have remixed my own project and made it moddable, you can mod it by yourself or inside the project, modding it yourself has some good advantages to it though!
So, iBot is something like Siri, you talk to it and it will respond back, what it does it scans through the words you typed and if it finds a match than it responses with the matching answer, but sometimes you type in words that are less common and iBot cannot find a match, so he responds telling you that you can mod him and add more words to his vocabulary.
So lets get right to modding because all this explaining is boring…
MODDING IN-GAME
So, some people just want to mod something very easily and fast, well then it's best you mod it in-game!
To make your mod when you start the project and it asks you if you want to load in a mod select NO, then it will ask you if you want to create a mod, click YES. Now you have set it up for modding, there are some basic commands used to help you create the best mod ever! First, there is a command called ‘ new response ’ this command will allow you to add in more responses and keywords into iBot's vocabulary. Type ‘ new response ’ and hit enter, then it will ask you for a keyword that will be used to find a match, you may not type multiple words or no word, if you do then your keyword will get rejected, next, it will ask you for a response, be creative and come up with one, there are no limitations for this! Then hit enter, and you have created a new response! If you wish to view all your keywords and responses then hold down the ‘ up arrow ’ and ‘ s ’ at the same time, this will display all your responses and keywords, to get the lists off your screen hold down the ‘ up arrow ’ and ‘ s ’ again! If you make a mistake then you can always edit it with the edit command! To use the edit command simply type ‘ edit ’ as the command and enter in your new keyword and response, if you add a response by accident, don't worry! You can always remove responses with the remove command, to use this command simply type ‘ remove ’ as the command and then type in which item you want to remove ( Holding down the ‘ up arrow ’ and ‘ s ’ at the same time might help out! ) that is all you need to know, to get the code to import the mod hold down the ‘ up arrow ’ and ‘ c ’ at the same time, this will generate the code and as soon as it's done, display it, hold down the ‘ up arrow ’ and ‘ c ’ again to get the list off your screen.
MODDING BY HAND
When loading in mods these characters become VERY useful ( ¶ and §, you may want to copy and paste the characters ) , modding by hand also allows you to save your mod and work on it whenever you want, but the in-game mod creator does not support a mod load-in feature ( Because I'm too lazy ). So lets get to the modding, first, you want to add to of the code separators ( ¶ ) so it would look like this: ¶¶, now, lets add some responses and keywords! First, add a data separator ( § ) so then your code looks like this: ¶§¶, then lets add the keyword and response, to do this simply add the keyword at the left side of the data separator and the response at the right of the data separator, if you want to add a keyword called “ pizza ” and a response of “ Don't forget to add the cheese! ” then your code would look like this: ¶pizza§Don't forget to add the cheese¶, to add multiple responses and keywords
you would have to separate the response and the keyword and then separate the keyword and 2nd response, this may sound confusing, but it isn't, this is what it would look like having the following:
Keywords: Responses:
Pizza Pie
Food Hungry
¶Pizza§Pie§Food§Hungry¶
USING VARIABLES
Using is variables is EXTREMELY easy! For example, while using the mod loader or by hand if you set a response to something like “Your username is @Username” then if the response is triggered it will return their username. Here is a simple mistake, people with type “Your username is @Username!”, that will not work since the project tries to detect a match and it realizes that @Username! is not @Username. You can simple fix this by adding a space between the characters / words, so it would be like “Your username is @Username !”. Very simple and easy to use! Here is a list of variables just in case:
@Second
@Minute
@Hour
@Date
@Month
@Year
@DayOfWeek
@Username
@UsernameLength
@Answer
@AnswerLength
@Time2000
@Loudness
@MouseX
@MouseY
@MouseDown
@Timer
Basically the text you typed in will be replaced with the variable. So you don't have to worry about any fancy tricks!
USING MODDING TOOLS
Modding tools is a package of goodies for any excited mod creators. Modding Tools is a bit complex so I only recommend using it after you get a normal mod working smoothly with variables. There are currently only three modding tools. Unlike variables, Modding Tools need more than just one word to activate. They need multiple words to be used properly. The first Modding Tools is %RandomNumber it sounds very simple but is a tiny bit complex. For example, if you wanted to have a keyword of Number you might want to respond with "Here's a random number from one to ten, “ but there's no possible way to input a random number… Not at least until now. To fix this problem simply input the following: ”Here's a random number from one to ten, %RandomNumber 1 10“ This tells the program that you want to use the Random Number tool and you want to generate a number from one to ten. For example, if you wanted to generate a number from one to fifty you would use ”%RandomNumber 1 50“. The next Modding Tool is %RandomWord. So it is very similar to %RandomNumber but instead of a number it uses a word. For example, if you wanted to make a keyword called Coin and you wanted iBot to say back ”(Heads / Tails)“ that would again be impossible, but not anymore! Now you can use ”%RandomWord 2 Heads Tails“ instead. The %RandomWord part tells the program that you want to use the Random Word tools, the 2 means that there are two words for the program to chose from, lastly Heads is the first word and Tails is the second. Now this part is pretty confusing so let's make sure you understand. Let's say that you want to make a keyword called Greet and you wanted iBot to say back a random greeting. You could use the following as a responce: ”%RandomWord 4 Hey Hello Sup Greetings @Username !“. iBot could respond with the following: ”Hey (Username)“, ”Hello (Username)“, ”Sup (Username)“, and lasty ”Greetings (Username)“. Lastly, you can make iBot do simple math, iBot can now do addition, subtraction, multiplication, and division. If you wanted to have iBot respond with ”1 + 2 is (1+2)“ you can now do that, just use this as the response: ”1 + 2 is %MathBasic 1 + 2“. Now let's learn how we command iBot to do that. First you have to use %MathBasic to tell iBot you want to use Math and you will only use one of the four of the simple operations: +, -, *, / then you want to tell iBot what two values you want to use, so it should be like this: ”%MathBasic (value1) (operation) (value2)".
Here's a list of the current Modding Tools and their syntax just to help you.
%RandomNumber (Minimum Number) (Maximum Number)
%RandomWord (Possible Amout of Words) (Word 1) (Word 2) (etc…)
%MathBasic (value1) (operation) (value2)
LOADING IN MODS
To load in mods, restart the game and when it asks you if you want to load in a mod, hit YES, then it will ask you for the mod code, enter in the mod code and hit enter, if it is valid then the mod will get loaded in, to make sure it has been loaded in hit the ‘ up arrow ’ and see if there is a new word in the vocabulary! If the code is invalid it will tell you what is the error was !
SHARING MODS
You can post all your mods here: https://scratch.mit.edu/discuss/topic/155392/
HELP
If anyone is confused then just ask, I will try my best to help you! Thank you guys for reading and I hope you start commenting some awesome mods!
So, I have remixed my own project and made it moddable, you can mod it by yourself or inside the project, modding it yourself has some good advantages to it though!
So, iBot is something like Siri, you talk to it and it will respond back, what it does it scans through the words you typed and if it finds a match than it responses with the matching answer, but sometimes you type in words that are less common and iBot cannot find a match, so he responds telling you that you can mod him and add more words to his vocabulary.
So lets get right to modding because all this explaining is boring…
MODDING IN-GAME
So, some people just want to mod something very easily and fast, well then it's best you mod it in-game!
To make your mod when you start the project and it asks you if you want to load in a mod select NO, then it will ask you if you want to create a mod, click YES. Now you have set it up for modding, there are some basic commands used to help you create the best mod ever! First, there is a command called ‘ new response ’ this command will allow you to add in more responses and keywords into iBot's vocabulary. Type ‘ new response ’ and hit enter, then it will ask you for a keyword that will be used to find a match, you may not type multiple words or no word, if you do then your keyword will get rejected, next, it will ask you for a response, be creative and come up with one, there are no limitations for this! Then hit enter, and you have created a new response! If you wish to view all your keywords and responses then hold down the ‘ up arrow ’ and ‘ s ’ at the same time, this will display all your responses and keywords, to get the lists off your screen hold down the ‘ up arrow ’ and ‘ s ’ again! If you make a mistake then you can always edit it with the edit command! To use the edit command simply type ‘ edit ’ as the command and enter in your new keyword and response, if you add a response by accident, don't worry! You can always remove responses with the remove command, to use this command simply type ‘ remove ’ as the command and then type in which item you want to remove ( Holding down the ‘ up arrow ’ and ‘ s ’ at the same time might help out! ) that is all you need to know, to get the code to import the mod hold down the ‘ up arrow ’ and ‘ c ’ at the same time, this will generate the code and as soon as it's done, display it, hold down the ‘ up arrow ’ and ‘ c ’ again to get the list off your screen.
MODDING BY HAND
When loading in mods these characters become VERY useful ( ¶ and §, you may want to copy and paste the characters ) , modding by hand also allows you to save your mod and work on it whenever you want, but the in-game mod creator does not support a mod load-in feature ( Because I'm too lazy ). So lets get to the modding, first, you want to add to of the code separators ( ¶ ) so it would look like this: ¶¶, now, lets add some responses and keywords! First, add a data separator ( § ) so then your code looks like this: ¶§¶, then lets add the keyword and response, to do this simply add the keyword at the left side of the data separator and the response at the right of the data separator, if you want to add a keyword called “ pizza ” and a response of “ Don't forget to add the cheese! ” then your code would look like this: ¶pizza§Don't forget to add the cheese¶, to add multiple responses and keywords
you would have to separate the response and the keyword and then separate the keyword and 2nd response, this may sound confusing, but it isn't, this is what it would look like having the following:
Keywords: Responses:
Pizza Pie
Food Hungry
¶Pizza§Pie§Food§Hungry¶
USING VARIABLES
Using is variables is EXTREMELY easy! For example, while using the mod loader or by hand if you set a response to something like “Your username is @Username” then if the response is triggered it will return their username. Here is a simple mistake, people with type “Your username is @Username!”, that will not work since the project tries to detect a match and it realizes that @Username! is not @Username. You can simple fix this by adding a space between the characters / words, so it would be like “Your username is @Username !”. Very simple and easy to use! Here is a list of variables just in case:
@Second
@Minute
@Hour
@Date
@Month
@Year
@DayOfWeek
@Username
@UsernameLength
@Answer
@AnswerLength
@Time2000
@Loudness
@MouseX
@MouseY
@MouseDown
@Timer
Basically the text you typed in will be replaced with the variable. So you don't have to worry about any fancy tricks!
USING MODDING TOOLS
Modding tools is a package of goodies for any excited mod creators. Modding Tools is a bit complex so I only recommend using it after you get a normal mod working smoothly with variables. There are currently only three modding tools. Unlike variables, Modding Tools need more than just one word to activate. They need multiple words to be used properly. The first Modding Tools is %RandomNumber it sounds very simple but is a tiny bit complex. For example, if you wanted to have a keyword of Number you might want to respond with "Here's a random number from one to ten, “ but there's no possible way to input a random number… Not at least until now. To fix this problem simply input the following: ”Here's a random number from one to ten, %RandomNumber 1 10“ This tells the program that you want to use the Random Number tool and you want to generate a number from one to ten. For example, if you wanted to generate a number from one to fifty you would use ”%RandomNumber 1 50“. The next Modding Tool is %RandomWord. So it is very similar to %RandomNumber but instead of a number it uses a word. For example, if you wanted to make a keyword called Coin and you wanted iBot to say back ”(Heads / Tails)“ that would again be impossible, but not anymore! Now you can use ”%RandomWord 2 Heads Tails“ instead. The %RandomWord part tells the program that you want to use the Random Word tools, the 2 means that there are two words for the program to chose from, lastly Heads is the first word and Tails is the second. Now this part is pretty confusing so let's make sure you understand. Let's say that you want to make a keyword called Greet and you wanted iBot to say back a random greeting. You could use the following as a responce: ”%RandomWord 4 Hey Hello Sup Greetings @Username !“. iBot could respond with the following: ”Hey (Username)“, ”Hello (Username)“, ”Sup (Username)“, and lasty ”Greetings (Username)“. Lastly, you can make iBot do simple math, iBot can now do addition, subtraction, multiplication, and division. If you wanted to have iBot respond with ”1 + 2 is (1+2)“ you can now do that, just use this as the response: ”1 + 2 is %MathBasic 1 + 2“. Now let's learn how we command iBot to do that. First you have to use %MathBasic to tell iBot you want to use Math and you will only use one of the four of the simple operations: +, -, *, / then you want to tell iBot what two values you want to use, so it should be like this: ”%MathBasic (value1) (operation) (value2)".
Here's a list of the current Modding Tools and their syntax just to help you.
%RandomNumber (Minimum Number) (Maximum Number)
%RandomWord (Possible Amout of Words) (Word 1) (Word 2) (etc…)
%MathBasic (value1) (operation) (value2)
LOADING IN MODS
To load in mods, restart the game and when it asks you if you want to load in a mod, hit YES, then it will ask you for the mod code, enter in the mod code and hit enter, if it is valid then the mod will get loaded in, to make sure it has been loaded in hit the ‘ up arrow ’ and see if there is a new word in the vocabulary! If the code is invalid it will tell you what is the error was !
SHARING MODS
You can post all your mods here: https://scratch.mit.edu/discuss/topic/155392/
HELP
If anyone is confused then just ask, I will try my best to help you! Thank you guys for reading and I hope you start commenting some awesome mods!

Last edited by -Flames- (Dec. 12, 2015 18:25:39)
- CatIsFluffy
-
Scratcher
100+ posts
Modding with iBot Moddable!
Maybe add a %Select modding tool? like %RandomWord but with a math thing somewhere.
- -Flames-
-
Scratcher
63 posts
Modding with iBot Moddable!
Maybe add a %Select modding tool? like %RandomWord but with a math thing somewhere.Sorry, I'm a bit confused, can you please explain in more detail? Thanks.
- CatIsFluffy
-
Scratcher
100+ posts
Modding with iBot Moddable!
%Select (mathexpression) (numberofwords) (words…)
%RandomWord would be like %Select %RandomNumber 1 (numberofwords) (words…)
Also %MathBasic %MathBasic 1 * 2 + 3 doesn't work, but if you make moddingtools look through the list backwards it could work.
Another thing–maybe add a “done” option to the mod menu? The key combination doesn't seem to work for me.
%RandomWord would be like %Select %RandomNumber 1 (numberofwords) (words…)
Also %MathBasic %MathBasic 1 * 2 + 3 doesn't work, but if you make moddingtools look through the list backwards it could work.
Another thing–maybe add a “done” option to the mod menu? The key combination doesn't seem to work for me.
- -Flames-
-
Scratcher
63 posts
Modding with iBot Moddable!
%Select (mathexpression) (numberofwords) (words…)Sorrying, I'm going to try to create a better method of using modding tools and variables. When I release the update then that command will not be needed.
%RandomWord would be like %Select %RandomNumber 1 (numberofwords) (words…)
Also %MathBasic %MathBasic 1 * 2 + 3 doesn't work, but if you make moddingtools look through the list backwards it could work.
Another thing–maybe add a “done” option to the mod menu? The key combination doesn't seem to work for me.
- SuperHal989
-
Scratcher
88 posts
Modding with iBot Moddable!
Can you add dividing ( / )? or a “memory” functionality?
these commands could be put in output. Memory is saved until it is overwritten again. by default it is nothing.
new variable suggestions:
@AnswerLetter__
new command suggestions:
help (shows all availabe commands)
Memory Example
AskFavNum
Your favorite number is (not there since the memory is empty)
TeachFavNum7 (sets memory variable 1 to 7)
Number 7 Saved.
AskFavNum
Your favorite number is 7
@ClearMemory1-99 this clears that memory variable
@SetMemory1-99( ____ ) (the curved parts are there) sets the memory
@ReadMemory1-99 reads the memory
**Code for the commands if the memory variables existed**
TeachFavNum _
@SetMemory1 (@AnswerLetter12) Number @AnswerLetter12 has been saved.
AskFavNum
Your favorite number is @ReadMemory1
these commands could be put in output. Memory is saved until it is overwritten again. by default it is nothing.
new variable suggestions:
@AnswerLetter__
new command suggestions:
help (shows all availabe commands)
Memory Example
AskFavNum
Your favorite number is (not there since the memory is empty)
TeachFavNum7 (sets memory variable 1 to 7)
Number 7 Saved.
AskFavNum
Your favorite number is 7
@ClearMemory1-99 this clears that memory variable
@SetMemory1-99( ____ ) (the curved parts are there) sets the memory
@ReadMemory1-99 reads the memory
**Code for the commands if the memory variables existed**
TeachFavNum _
@SetMemory1 (@AnswerLetter12) Number @AnswerLetter12 has been saved.
AskFavNum
Your favorite number is @ReadMemory1
define bind controls to [thatonevar]
wait until <key [any] pressed?>
if <key [space] pressed?> then
set [[thatonevar]] to [space]
end
if <key [left arrow] pressed?> then
set [[thatonevar]] to [left arrow]
end
if <key [up arrow] pressed?> then
set [[thatonevar]] to [up arrow]
end
if <key [down arrow] pressed?> then
set [[thatonevar]] to [down arrow]
end
if <key [1] pressed?> then
set [[thatonevar]] to [1]
end
if <key [2] pressed?> then
set [[thatonevar]] to [2]
end
if <key [3] pressed?> then
set [[thatonevar]] to [3]
end
if <key [4] pressed?> then
set [[thatonevar]] to [4]
end
if <key [5] pressed?> then
set [[thatonevar]] to [5]
end
if <key [6] pressed?> then
set [[thatonevar]] to [6]
end
if <key [7] pressed?> then
set [[thatonevar]] to [7]
end
if <key [8] pressed?> then
set [[thatonevar]] to [8]
if <key [9] pressed?> then
set [[thatonevar]] to [9]
end
if <key [0] pressed?> then
set [[thatonevar]] to [0]
end
if <key [a] pressed?> then
set [[thatonevar]] to [a]
end
if <key [b] pressed?> then
set [[thatonevar]] to [b]
end
if <key [c] pressed?> then
set [[thatonevar]] to [c]
end
if <key [d] pressed?> then
set [[thatonevar]] to [d]
end
if <key [e] pressed?> then
set [[thatonevar]] to [e]
end
if <key [f] pressed?> then
set [[thatonevar]] to [f]
end
if <key [g] pressed?> then
set [[thatonevar]] to [g]
end
if <key [i] pressed?> then
set [[thatonevar]] to [i]
end
if <key [j] pressed?> then
set [[thatonevar]] to [j]
end
if <key [h] pressed?> then
set [[thatonevar]] to [h]
end
if <key [k] pressed?> then
set [[thatonevar]] to [k]
end
if <key [l] pressed?> then
set [[thatonevar]] to [l]
end
if <key [m] pressed?> then
set [[thatonevar]] to [m]
end
if <key [n] pressed?> then
set [[thatonevar]] to [n]
end
if <key [o] pressed?> then
set [[thatonevar]] to [o]
end
if <key [p] pressed?> then
set [[thatonevar]] to [p]
end
if <key [q] pressed?> then
set [[thatonevar]] to [q]
end
if <key [r] pressed?> then
set [[thatonevar]] to [r]
end
if <key [s] pressed?> then
set [[thatonevar]] to [s]
end
if <key [v] pressed?> then
set [[thatonevar]] to [v]
end
if <key [t] pressed?> then
set [[thatonevar]] to [t]
end
if <key [u] pressed?> then
set [[thatonevar]] to [u]
if <key [w] pressed?> then
set [[thatonevar]] to [w]
end
if <key [x] pressed?> then
set [[thatonevar]] to [x]
end
if <key [y] pressed?> then
set [[thatonevar]] to [y]
end
if <key [z] pressed?> then
set [[thatonevar]] to [z]
end
if <key [c] pressed?> then
set [[thatonevar]] to [c]
end
if <key [~] pressed?> then
set [[thatonevar]] to [~]
end
if <key [`] pressed?> then
set [[thatonevar]] to [`]
end
if <key [-] pressed?> then
set [[thatonevar]] to [_]
end
if <key [+] pressed?> then
set [[thatonevar]] to [+]
end
if <key [=] pressed?> then
set [[thatonevar]] to [=]
end
if <key [\] pressed?> then
set [[thatonevar]] to [\]
end
if <key [|] pressed?> then
set [[thatonevar]] to [|]
end
if <key []] pressed?> then
set [[thatonevar]] to []]
end
if <key [}] pressed?> then
set [[thatonevar]] to [}]
end
if <key [[] pressed?> then
set [[thatonevar]] to [[]
end
if <key [{] pressed?> then
set [[thatonevar]] to [{]
end
if <key [;] pressed?> then
set [[thatonevar]] to [;]
end
if <key [:] pressed?> then
set [[thatonevar]] to [:]
end
if <key ['] pressed?> then
set [[thatonevar]] to [']
end
if <key ["] pressed?> then
set [[thatonevar]] to ["]
end
if <key [<] pressed?> then
set [[thatonevar]] to [<]
end
if <key [,] pressed?> then
set [[thatonevar]] to [,]
end
if <key [>] pressed?> then
set [[thatonevar]] to [>]
end
if <key [/] pressed?> then
set [[thatonevar]] to [/]
end
if <key [?] pressed?> then
set [[thatonevar]] to [?]
end
if <key [!] pressed?> then
set [[thatonevar]] to [!]
end
if <key [@] pressed?> then
set [[thatonevar]] to [@]
end
if <key [#] pressed?> then
set [[thatonevar]] to [#]
end
if <key [$] pressed?> then
set [[thatonevar]] to [$]
end
if <key [%] pressed?> then
set [[thatonevar]] to [%]
end
if <key [^] pressed?> then
set [[thatonevar]] to [^]
end
if <key [&] pressed?> then
set [[thatonevar]] to [&]
end
if <key [*] pressed?> then
set [[thatonevar]] to [*]
end
if <key [(] pressed?> then
set [[thatonevar]] to [(]
end
if <key [)] pressed?> then
set [[thatonevar]] to [)]
end
if <(credits yet?) = [false]> then
say [Thanks for using SuperHal989's Binding Script! :D] for (3) secs
end
set [credits yet?] to [true]
when (foo) key pressed
wait until <key (foo) pressed?>
Last edited by SuperHal989 (Aug. 23, 2016 20:09:48)
- -Flames-
-
Scratcher
63 posts
Modding with iBot Moddable!
Can you add dividing ( / )? or a “memory” functionality?Thanks for your suggestions! I will consider them in my possible upcoming project!
these commands could be put in output. Memory is saved until it is overwritten again. by default it is nothing.
new variable suggestions:
@AnswerLetter__
new command suggestions:
help (shows all availabe commands)
Memory Example
AskFavNum
Your favorite number is (not there since the memory is empty)
TeachFavNum7 (sets memory variable 1 to 7)
Number 7 Saved.
AskFavNum
Your favorite number is 7
@ClearMemory1-99 this clears that memory variable
@SetMemory1-99( ____ ) (the curved parts are there) sets the memory
@ReadMemory1-99 reads the memory
**Code for the commands if the memory variables existed**
TeachFavNum _
@SetMemory1 (@AnswerLetter12) Number @AnswerLetter12 has been saved.
AskFavNum
Your favorite number is @ReadMemory1define bind controls to [thatonevar]
wait until <key [any] pressed?>
if <key [space] pressed?> then
set [[thatonevar]] to [space]
end
if <key [left arrow] pressed?> then
set [[thatonevar]] to [left arrow]
end
if <key [up arrow] pressed?> then
set [[thatonevar]] to [up arrow]
end
if <key [down arrow] pressed?> then
set [[thatonevar]] to [down arrow]
end
if <key [1] pressed?> then
set [[thatonevar]] to [1]
end
if <key [2] pressed?> then
set [[thatonevar]] to [2]
end
if <key [3] pressed?> then
set [[thatonevar]] to [3]
end
if <key [4] pressed?> then
set [[thatonevar]] to [4]
end
if <key [5] pressed?> then
set [[thatonevar]] to [5]
end
if <key [6] pressed?> then
set [[thatonevar]] to [6]
end
if <key [7] pressed?> then
set [[thatonevar]] to [7]
end
if <key [8] pressed?> then
set [[thatonevar]] to [8]
if <key [9] pressed?> then
set [[thatonevar]] to [9]
end
if <key [0] pressed?> then
set [[thatonevar]] to [0]
end
if <key [a] pressed?> then
set [[thatonevar]] to [a]
end
if <key [b] pressed?> then
set [[thatonevar]] to [b]
end
if <key [c] pressed?> then
set [[thatonevar]] to [c]
end
if <key [d] pressed?> then
set [[thatonevar]] to [d]
end
if <key [e] pressed?> then
set [[thatonevar]] to [e]
end
if <key [f] pressed?> then
set [[thatonevar]] to [f]
end
if <key [g] pressed?> then
set [[thatonevar]] to [g]
end
if <key [i] pressed?> then
set [[thatonevar]] to [i]
end
if <key [j] pressed?> then
set [[thatonevar]] to [j]
end
if <key [h] pressed?> then
set [[thatonevar]] to [h]
end
if <key [k] pressed?> then
set [[thatonevar]] to [k]
end
if <key [l] pressed?> then
set [[thatonevar]] to [l]
end
if <key [m] pressed?> then
set [[thatonevar]] to [m]
end
if <key [n] pressed?> then
set [[thatonevar]] to [n]
end
if <key [o] pressed?> then
set [[thatonevar]] to [o]
end
if <key [p] pressed?> then
set [[thatonevar]] to [p]
end
if <key [q] pressed?> then
set [[thatonevar]] to [q]
end
if <key [r] pressed?> then
set [[thatonevar]] to [r]
end
if <key [s] pressed?> then
set [[thatonevar]] to [s]
end
if <key [v] pressed?> then
set [[thatonevar]] to [v]
end
if <key [t] pressed?> then
set [[thatonevar]] to [t]
end
if <key [u] pressed?> then
set [[thatonevar]] to [u]
if <key [w] pressed?> then
set [[thatonevar]] to [w]
end
if <key [x] pressed?> then
set [[thatonevar]] to [x]
end
if <key [y] pressed?> then
set [[thatonevar]] to [y]
end
if <key [z] pressed?> then
set [[thatonevar]] to [z]
end
if <key [c] pressed?> then
set [[thatonevar]] to [c]
end
if <key [~] pressed?> then
set [[thatonevar]] to [~]
end
if <key [`] pressed?> then
set [[thatonevar]] to [`]
end
if <key [-] pressed?> then
set [[thatonevar]] to [_]
end
if <key [+] pressed?> then
set [[thatonevar]] to [+]
end
if <key [=] pressed?> then
set [[thatonevar]] to [=]
end
if <key [\] pressed?> then
set [[thatonevar]] to [\]
end
if <key [|] pressed?> then
set [[thatonevar]] to [|]
end
if <key []] pressed?> then
set [[thatonevar]] to []]
end
if <key [}] pressed?> then
set [[thatonevar]] to [}]
end
if <key [[] pressed?> then
set [[thatonevar]] to [[]
end
if <key [{] pressed?> then
set [[thatonevar]] to [{]
end
if <key [;] pressed?> then
set [[thatonevar]] to [;]
end
if <key [:] pressed?> then
set [[thatonevar]] to [:]
end
if <key ['] pressed?> then
set [[thatonevar]] to [']
end
if <key ["] pressed?> then
set [[thatonevar]] to ["]
end
if <key [<] pressed?> then
set [[thatonevar]] to [<]
end
if <key [,] pressed?> then
set [[thatonevar]] to [,]
end
if <key [>] pressed?> then
set [[thatonevar]] to [>]
end
if <key [/] pressed?> then
set [[thatonevar]] to [/]
end
if <key [?] pressed?> then
set [[thatonevar]] to [?]
end
if <key [!] pressed?> then
set [[thatonevar]] to [!]
end
if <key [@] pressed?> then
set [[thatonevar]] to [@]
end
if <key [#] pressed?> then
set [[thatonevar]] to [#]
end
if <key [$] pressed?> then
set [[thatonevar]] to [$]
end
if <key [%] pressed?> then
set [[thatonevar]] to [%]
end
if <key [^] pressed?> then
set [[thatonevar]] to [^]
end
if <key [&] pressed?> then
set [[thatonevar]] to [&]
end
if <key [*] pressed?> then
set [[thatonevar]] to [*]
end
if <key [(] pressed?> then
set [[thatonevar]] to [(]
end
if <key [)] pressed?> then
set [[thatonevar]] to [)]
end
if <(credits yet?) = [false]> then
say [Thanks for using SuperHal989's Binding Script! :D] for (3) secs
end
set [credits yet?] to [true]
when (foo) key pressed
wait until <key (foo) pressed?>
- awesomenessforlife
-
Scratcher
3 posts
Modding with iBot Moddable!
How come %MathBasic %RandomNumber 1 50 %RandomWord 4 * + - / %RandomNumber 1 50 doesn't output an operation between two random numbers, but outputs %MathBasic and the expression?
- -Flames-
-
Scratcher
63 posts
Modding with iBot Moddable!
How come %MathBasic %RandomNumber 1 50 %RandomWord 4 * + - / %RandomNumber 1 50 doesn't output an operation between two random numbers, but outputs %MathBasic and the expression?It is because I never expected iBot to get this advanced, so there many issues and bugs that have to be fixed, such as the one you just encountered.
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