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Macros
Macros recently added support for macros inside functions in Minecraft 1.20.2.
To define a macro, use the macro()
function:
say("I'm gonna use the macro ${macro("foo")}")
Inside a Minecraft function:
function("my_function") {
say("This is my macro: ${macro("bar")}")
}
When called, this will substitute the actual text of the macro.
You can also evaluate a list of macros and have fully dynamic commands:
eval("command", "arg1", "arg2")
// equals to minecraft code:
// $$(command) $(arg1) $(arg2)
You can call a function with macros by using the new arguments
argument.
function("my_function", arguments = nbt { this["bar"] = "baz" })
That can also be a DataArgument (block position/entity selector/storage).
function(
"my_function",
arguments = allEntities {
type = EntityTypes.MARKER
name = "test"
},
path = "data.test" // optional path is available
)
For more complex macro usage, you can create a Macros
subclass to define your macros:
class MyMacros : Macros() {
val myMacro by "my_macro"
}
Then pass an instance to your function:
function("my_function", ::MyMacros) {
say(macros.myMacro)
}
Now you can access the macros on the macros
property.
This also allows validating macros that are required when calling the function with an NBT Compound.
When using macros, you can create a function with arguments that calls the function with the macros:
fun main() {
dataPack {
function("teleport_to_spawn") {
teleport(player(macro("player")), vec3())
}
}
}
fun Function.teleportToSpawn(player: String) {
function("teleport_to_spawn", arguments = nbt { this["player"] = player })
}
Then you can call this function with your argument as a macro:
teleportToSpawn("jeb_")
Explore the different pages:
- Home
- Chat Components
- Configuration
- Creating a Datapack
- Functions
- Data-Driven Features:
- Scoreboards
Helpers: