Author Topic: Eventing and building.  (Read 4014 times)

This is sometimes a server killer due to massive projectile/explosion spam
actually i usually set the delay to like 5000 though and it amazes everyone :D
usually


Yeah, this thread deserves a






Here's my old attempt of a server computer. Well, I don't know which version this particular save is (probably the crappy V1), but the idea was to allow multiple users to run the same programs side-by-side.

I gave up a long time ago.

How about those events that change a print bricks print/letter?
I don't really want to show how to do it. Its more fun to figure out yourself.  :cookieMonster:

Here's one for ya.

I made this for an in-game calculator, this is ONLY the equal button:

Code: [Select]
0 [X] [0] onRelay > Self > VCE_stateFunction > [BootUp] [1 9]
1 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Add] [10 12]
2 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Subtract] [13 15]
3 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Multiply] [16 18]
4 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Divide] [19 21]
5 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Clear] [22 25]
6 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Power] [26 28]
7 [X] [0] onVariableFunction > Self > VCE_stateFunction > [SquareRoot] [29 31]
8 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Percent] [33 36]
9 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Previous] [37 37]
10 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [+]
11 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Set [<var:brick:Number1>]
12 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Add [<var:brick:Number2>]
13 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [-]
14 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Set [<var:brick:Number1>]
15 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Subtract [<var:brick:Number2>]
16 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [*]
17 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Set [<var:brick:Number1>]
18 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Multiply [<var:brick:Number2>]
19 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [/]
20 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Set [<var:brick:Number1>]
21 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Divide [<var:brick:Number2>]
22 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [Null]
23 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number1] Set [0]
24 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number2] Set [0]
25 [X] [0] onVariableFunction > Self > VCE_modVariable > [Math] Set [1]
26 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [^]
27 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Set [<var:brick:Number1>]
28 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Power [<var:brick:Number2>]
29 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [^(1/2)]
30 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Set [<var:brick:Number1>]
31 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number2] Set [ ]
32 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Power [.5]
33 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operand] Set [%]
34 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Set [<var:brick:Number1>]
35 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number2] Set [100]
36 [X] [0] onVariableFunction > Self > VCE_modVariable > [Answer] Percent [100]
37 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number1] Set [Answer]
38 [X] [0] onVariableFunction > Self > VCE_ifVariable > [Operator] == [+] [39 40]
39 [X] [0] onVariableTrue > Self > VCE_callFunction > [Add] [ ]
40 [X] [0] onVariableFalse > Self >VCE_ifVariable > [Operator] == [-] [41 42]
41 [X] [0] onVariableTrue > Self > VCE_callFunction > [Subtract]
42 [X] [0] onVariableFalse > Self > VCE_ifVariable > [Operator] == [*] [43 44]
43 [X] [0] onVariableTrue > Self > VCE_callFunction > [Multiply] [ ]
44 [X] [0] onVariableFalse > Self > VCE_ifVariable > [Operator] == [/] [45 46]
45 [X] [0] onVariableTrue > Self > VCE_callFunction > [Divide] [ ]
46 [X] [0] onVariableFalse > Self > VCE_ifVariable > [Operator] == [C] [47 48]
47 [X] [0] onVariableTrue > Self > VCE_callFunction > [Clear] [ ]
48 [X] [0] onVariableFalse > Self > VCE_ifVariable > [Operator] == [^] [49 50]
49 [X] [0] onVariableTrue > Self > VCE_callFunction > [Power] [ ]
50 [X] [0] onVariableFalse > Self > VCE_ifVariable > [Operator] == [Q] [51 52]
51 [X] [0] onVariableTrue > Self > VCE_callFunction > [SquareRoot] [ ]
52 [X] [0] onVariableFalse > Self > VCE_ifVariable > [Operator] == [%] [53 54]
53 [X] [0] onVariableTrue > Self > VCE_callFunction > [Percent] [ ]
54 [X] [0] onVariableFalse > Self > VCE_ifVariable > [Operator] == [P] [55 56]
55 [X] [0] onVariableTrue > Self > VCE_callFunction > [Previous] [ ]
56 [X] [0] onRelay > Self > VCE_stateFunction > [Inputs] [57 75]
57 [X] [0] onVariableFunction > Self > VCE_stateFunction > [1] [76 77]
58 [X] [0] onVariableFunction > Self > VCE_stateFunction > [2] [78 79]
59 [X] [0] onVariableFunction > Self > VCE_stateFunction > [3] [80 81]
60 [X] [0] onVariableFunction > Self > VCE_stateFunction > [4] [82 83]
61 [X] [0] onVariableFunction > Self > VCE_stateFunction > [5] [84 85]
62 [X] [0] onVariableFunction > Self > VCE_stateFunction > [6] [86 87]
63 [X] [0] onVariableFunction > Self > VCE_stateFunction > [7] [88 89]
64 [X] [0] onVariableFunction > Self > VCE_stateFunction > [8] [90 91]
65 [X] [0] onVariableFunction > Self > VCE_stateFunction > [9] [92 93]
66 [X] [0] onVariableFunction > Self > VCE_stateFunction > [0] [94 95]
67 [X] [0] onVariableFunction > Self > VCE_stateFunction > [+] [96 97]
68 [X] [0] onVariableFunction > Self > VCE_stateFunction > [-] [98 99]
69 [X] [0] onVariableFunction > Self > VCE_stateFunction > [*] [100 101]
70 [X] [0] onVariableFunction > Self > VCE_stateFunction > [/] [102 103]
71 [X] [0] onVariableFunction > Self > VCE_stateFunction > [C] [104 105]
72 [X] [0] onVariableFunction > Self > VCE_stateFunction > [^] [106 107]
73 [X] [0] onVariableFunction > Self > VCE_stateFunction > [Q] [108 109]
74 [X] [0] onVariableFunction > Self > VCE_stateFunction > [%] [110 111]
75 [X] [0] onVariableFunction > Self > VCE_stateFunction > [P] [112 113]
76 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [1]
77 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
78 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [2]
79 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
80 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [3]
81 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
82 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [4]
83 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
84 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [5]
85 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
86 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [6]
87 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
88 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [7]
89 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
90 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [8]
91 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
92 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [9]
93 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
94 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number] Set [0]
95 [X] [0] onVariableFunction > Self > VCE_callFuntion > [Math<var:brick:Math>]
96 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [+]
97 [X] [0] onVariableFunction > Self > VCE_call Function > [Switch] [ ]
98 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [-]
99 [X] [0] onVariableFunction > Self > VCE_call Function > [Switch] [ ]
100 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [*]
101 [X] [0] onVariableFunction > Self > VCE_call Function > [Switch] [ ]
102 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [/]
103 [X] [0] onVariableFunction > Self > VCE_call Function > [Switch] [ ]
104 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [C]
105 [X] [0] onVariableFunction > Self > VCE_callFunction > [Clear] [ ]
106 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [^]
107 [X] [0] onVariableFunction > Self > VCE_call Function > [Switch] [ ]
108 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [Q]
109 [X] [0] onVariableFunction > Self > VCE_call Function > [SquareRoot] [ ]
110 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [%]
111 [X] [0] onVariableFunction > Self > VCE_call Function > [Percent] [ ]
112 [X] [0] onVariableFunction > Self > VCE_modVariable > [Operator] Set [P]
113 [X] [0] onVariableFunction > Self > VCE_call Function > [Previous] [ ]
114 [X] [0] onRelay > Self > VCE _stateFunction > [Evaluate] [38 38]
115 [X] [0] onRelay > Self > VCE_stateFunction > [Math1] [116 119]
116 [X] [0] onVariableFunction > Self > VCE_modVariable > [NewNumber] Set [<var:brick:Number1>]
117 [X] [0] onVariableFunction > Self > VCE_modVariable > [NewNumber] Multiply [10]
118 [X] [0] onVariableFunction > Self > VCE_modVariable > [NewNumber] Add [<var:brick:Number>]
119 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number1] Set [<var:brick:Number>]
120 [X] [0] onRelay > Self > VCE_stateFunction > [Math2] [121 124]
121 [X] [0] onVariableFunction > Self > VCE_modVariable > [NewNumber] Set [<var:brick:Number2>]
122 [X] [0] onVariableFunction > Self > VCE_modVariable > [NewNumber] Multiply [10]
123 [X] [0] onVariableFunction > Self > VCE_modVariable > [NewNumber] Add [<var:brick:Number>]
124 [X] [0] onVariableFunction > Self > VCE_modVariable > [Number2] Set [<var:brick:Number>]
125 [X] [0] onRelay > Self >VCE_stateFunction > [Switch] [126 129]
126 [X] [0] onVariableFunction > Self > VCE_ifVariable > [Math] == [1] [ ]
127 [X] [0] onVariableTrue > Self > VCE_modVariable > [Math] Set [2]
128 [X] [0] onVariableFalse > Self > VCE_callFunction > [Evaluate] [ ]
129 [X] [0] onVariableFalse > Self > VCE_callFunction > [Previous] [ ]
130 [X] [0] onVariableFalse > Self > VCE_modVariable > [Math] Set [1]

Holy loving stuff... i dont even understand how these would work...

Here is one of the pixels for my drawboard I built a while back:
Code: [Select]
X 0ms onRelay Self VCE_ifValue <var:brick:row> == 1 4
X 0ms onVariableTrue Self VCE_modVariable Brick row Set 5
X 0ms onVariableTrue Self VCE_modVariable Brick column Set 18
X 33ms onVariableTrue ID Column_Row fireRelay
X 66ms onVariableTrue Self fireRelayWest
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Paint 6 6
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Clear 8 8
X 0ms onVariableTrue ID Color_Bricks VCE_modColor <var:client:colorid>
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Fill 10 15
X 33ms onVariableTrue Self fireRelay
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest
X 0ms onVariableTrue Self VCE_modVariable Client Fillbricks Set <var:brick:colorid>
X 0ms onRelay Self VCE_ifValue <var:client:tool> == Fill 17 17
X 0ms onVariableTrue Self VCE_ifValue <var:brick:colorid> == <var:client:fillbricks> 18 18
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onRelay Self VCE_ifValue <var:client:tool> == Fill 20 20
X 0ms onVariableTrue Self VCE_ifValue <var:brick:colorid> == <var:client:fillbricks> 21 24
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Box 26 26
X 0ms onVariableTrue Self VCE_ifValue <var:client:box2> == 1 27 36
X 0ms onVariableFalse Self VCE_modColor <var:client:colorid>
X 0ms onVariableFalse Self VCE_modVariable Client row Set <var:brick:row>
X 0ms onVariableFalse Self VCE_modVariable Client column Set <var:brick:column>
X 0ms onVariableFalse Self VCE_modVariable Client box2 Set 1
X 0ms onVariableTrue Self VCE_modVariable Client box2 Set 0
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> < <var:brick:row> 37 37
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> > <var:brick:row> 38 38
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> < <var:brick:column> 39 39
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> > <var:brick:column> 40 40
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest
X 0ms onRelay Self VCE_ifValue <var:client:tool> == Box 42 46
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> < <var:brick:row> 47 47
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> > <var:brick:row> 48 48
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> < <var:brick:column> 49 49
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> > <var:brick:column> 50 50
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest

And here is a very useful leveling system I created for my Medieval RPG (this is for mining, but you may substitute many other things with this):
Code: [Select]
X 0ms onActivate Self VCE_ifValue <var:client:mining level> >= 0 1 3
X 0ms onVariableFalse Client CenterPrint <color:FFFF00>Your mining level must be at least 0 to mine this brick. 3
X 3000ms onVariableFalse Client CenterPrint <color:FFFF00>Your mining level is only <color:ffffff><var:client:mining level> <color:FFFF00>right now! 3
X 0ms onVariableTrue Self VCE_ifValue <var:brick:mine> >= 5 4 13
X 0ms onVariableFalse Self VCE_modVariable Brick mine Add 1
X 0ms onVariableFalse Self VCE_modVariable Brick percent Set <var:brick:mine>
X 0ms onVariableFalse Self VCE_modVariable Brick percent Percent 5
X 0ms onVariableFalse Client BottomPrint <color:ffff00>The brick is <color:ffffff><var:brick:percent>% <color:ffff00>mined. 3
X 0ms onVariableTrue Self fakeKillBrick 0 0 0 10
X 0ms onVariableTrue Self VCE_modVariable Client Ore Add 1
X 0ms onVariableTrue Client BottomPrint <color:FFFF00>You now have <color:ffffff><var:client:Ore><color:ffff00> ore. 4
X 0ms onVariableTrue Self VCE_modVariable Client miningexp Add 1
X 0ms onVariableTrue Self VCE_modVariable Brick mine Set 0
X 0ms onVariableTrue Self VCE_ifValue <var:client:miningexp> >= <var:client:reqminingexp> 14 20
X 0ms onVariableTrue Self VCE_modVariable Client mining level Add 1
X 0ms onVariableTrue Self VCE_modVariable Client miningexp Set 0
X 0ms onVariableTrue Client CenterPrint <color:ffff00>Level Up! Your mining level is now <color:ffffff><var:client:mining level><color:ffff00>. 3
X 0ms onVariableFalse Client CenterPrint <color:FFFF00>Your mining experience is <color:ffffff><var:client:miningexp>. 2
X 0ms onVariableTrue Self VCE_modVariable Client reqminingexp Set <var:client:mining level>
X 0ms onVariableTrue Self VCE_modVariable Client reqminingexp Power 2
X 2000ms onVariableFalse Client CenterPrint <color:FFFF00>You need to reach <color:ffffff><var:client:reqminingexp> <color:FFFF00>experience until you level up. 2
X 0ms onActivate Self spawnExplosion Sword Slice 1

And I thought I was good!  :cookie: for you, my friend!

Here is one of the pixels for my drawboard I built a while back:
Code: [Select]
X 0ms onRelay Self VCE_ifValue <var:brick:row> == 1 4
X 0ms onVariableTrue Self VCE_modVariable Brick row Set 5
X 0ms onVariableTrue Self VCE_modVariable Brick column Set 18
X 33ms onVariableTrue ID Column_Row fireRelay
X 66ms onVariableTrue Self fireRelayWest
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Paint 6 6
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Clear 8 8
X 0ms onVariableTrue ID Color_Bricks VCE_modColor <var:client:colorid>
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Fill 10 15
X 33ms onVariableTrue Self fireRelay
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest
X 0ms onVariableTrue Self VCE_modVariable Client Fillbricks Set <var:brick:colorid>
X 0ms onRelay Self VCE_ifValue <var:client:tool> == Fill 17 17
X 0ms onVariableTrue Self VCE_ifValue <var:brick:colorid> == <var:client:fillbricks> 18 18
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onRelay Self VCE_ifValue <var:client:tool> == Fill 20 20
X 0ms onVariableTrue Self VCE_ifValue <var:brick:colorid> == <var:client:fillbricks> 21 24
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest
X 0ms onActivate Self VCE_ifValue <var:client:tool> == Box 26 26
X 0ms onVariableTrue Self VCE_ifValue <var:client:box2> == 1 27 36
X 0ms onVariableFalse Self VCE_modColor <var:client:colorid>
X 0ms onVariableFalse Self VCE_modVariable Client row Set <var:brick:row>
X 0ms onVariableFalse Self VCE_modVariable Client column Set <var:brick:column>
X 0ms onVariableFalse Self VCE_modVariable Client box2 Set 1
X 0ms onVariableTrue Self VCE_modVariable Client box2 Set 0
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> < <var:brick:row> 37 37
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> > <var:brick:row> 38 38
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> < <var:brick:column> 39 39
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> > <var:brick:column> 40 40
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest
X 0ms onRelay Self VCE_ifValue <var:client:tool> == Box 42 46
X 0ms onVariableTrue Self VCE_modColor <var:client:colorid>
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> < <var:brick:row> 47 47
X 0ms onVariableTrue Self VCE_ifValue <var:client:row> > <var:brick:row> 48 48
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> < <var:brick:column> 49 49
X 0ms onVariableTrue Self VCE_ifValue <var:client:column> > <var:brick:column> 50 50
X 0ms onVariableTrue Self fireRelayDown
X 0ms onVariableTrue Self fireRelayUp
X 0ms onVariableTrue Self fireRelayEast
X 0ms onVariableTrue Self fireRelayWest

And here is a very useful leveling system I created for my Medieval RPG (this is for mining, but you may substitute many other things with this):
Code: [Select]
X 0ms onActivate Self VCE_ifValue <var:client:mining level> >= 0 1 3
X 0ms onVariableFalse Client CenterPrint <color:FFFF00>Your mining level must be at least 0 to mine this brick. 3
X 3000ms onVariableFalse Client CenterPrint <color:FFFF00>Your mining level is only <color:ffffff><var:client:mining level> <color:FFFF00>right now! 3
X 0ms onVariableTrue Self VCE_ifValue <var:brick:mine> >= 5 4 13
X 0ms onVariableFalse Self VCE_modVariable Brick mine Add 1
X 0ms onVariableFalse Self VCE_modVariable Brick percent Set <var:brick:mine>
X 0ms onVariableFalse Self VCE_modVariable Brick percent Percent 5
X 0ms onVariableFalse Client BottomPrint <color:ffff00>The brick is <color:ffffff><var:brick:percent>% <color:ffff00>mined. 3
X 0ms onVariableTrue Self fakeKillBrick 0 0 0 10
X 0ms onVariableTrue Self VCE_modVariable Client Ore Add 1
X 0ms onVariableTrue Client BottomPrint <color:FFFF00>You now have <color:ffffff><var:client:Ore><color:ffff00> ore. 4
X 0ms onVariableTrue Self VCE_modVariable Client miningexp Add 1
X 0ms onVariableTrue Self VCE_modVariable Brick mine Set 0
X 0ms onVariableTrue Self VCE_ifValue <var:client:miningexp> >= <var:client:reqminingexp> 14 20
X 0ms onVariableTrue Self VCE_modVariable Client mining level Add 1
X 0ms onVariableTrue Self VCE_modVariable Client miningexp Set 0
X 0ms onVariableTrue Client CenterPrint <color:ffff00>Level Up! Your mining level is now <color:ffffff><var:client:mining level><color:ffff00>. 3
X 0ms onVariableFalse Client CenterPrint <color:FFFF00>Your mining experience is <color:ffffff><var:client:miningexp>. 2
X 0ms onVariableTrue Self VCE_modVariable Client reqminingexp Set <var:client:mining level>
X 0ms onVariableTrue Self VCE_modVariable Client reqminingexp Power 2
X 2000ms onVariableFalse Client CenterPrint <color:FFFF00>You need to reach <color:ffffff><var:client:reqminingexp> <color:FFFF00>experience until you level up. 2
X 0ms onActivate Self spawnExplosion Sword Slice 1
I just peed myself


Holy loving stuff... i dont even understand how these would work...

Quite Simple. All it does is handle Adding, Subtracting, Multipling, Dividing, Powers, Square Roots, Percents, and Short Term History.