Blockland Forums > Modification Help
1024 byte scripting contest
Truce:
--- Quote from: ZSNO on January 19, 2011, 09:21:06 PM ---They are "place holders" for the actual code which is then put it by the decoder.(If I'm right)
So you can have different symbols, and have them decoded as different things.
--- End quote ---
I wrote a ruby script to check what unused character would save the most bytes if it was used to replace a certain string in the file. I kept doing this until I got the code + the decompiler to 1024 bytes. Here's the list I made as I went along (note I ran out of characters on my keyboard so I had to snag some accented A's and E's):
--- Code: ---q ction
z ::onhitobject(%a,%b,%c,%d,%e,%f)
6 funq
7 brick
# 2 0 0
^ .chatmessage("\c3You
& (%a)
~ player
> );
' parent
` %b
| plant
À @%a.a
Á ::ondeath&
 6servercmd
à a.kill7(>
Ä ::spawn~&
Å position
È ge
É ;%g
Ê 1@"
Ë colorid
ø ){
--- End code ---
A few entries have trailing spaces, which you can't see unless you highlight it.
DrenDran:
I should take the build to survive gamemode script and do this.
EDIT: Dam it's 5000 bytes, I'm going to need to know what I'm doing to make this work.
Nexus:
I was about to say "Wtf there is no "q" in "function"
Then I realized you seem to have compressed it a couple of times.
Thats cheating :c
Bauklotz:
--- Quote from: DrenDran on January 19, 2011, 07:21:40 AM ---I think Flaw/bauklotz version removed consideration for the fact that the keybind triggers the function on key press and release.
--- End quote ---
I didn't? %val.
Oh nevermind, didn't read.
Space Guy:
You should keep the original one too since it's a better example of what the actual code should be like instead of unintelligible garbage.