You already can add potion effects with normal modding (native mods). ModPE is "less normal" than native mods (native mods are raw C++ code while scripts use an api). Also, native modding came before ModPE.
Yeah but i dont know native modding at all and im wondering if is possible to do it using ModPE
Yeah but i dont know native modding at all and im wondering if is possible to do it using ModPE
No, using ModPE it's impossible. You need a compiler with SDK and NDK installed. I made some tutorials on native modding. Look here: http://www.artus9033.weebly.com
No, using ModPE it's impossible. You need a compiler with SDK and NDK installed. I made some tutorials on native modding. Look here: http://www.artus9033.weebly.com
If you want a mod that gives potion effects then I think there is one native mod out for it but blocklauncher is in 0.11 beta and mods are hard to load or don't work. Just wait a bit, like me, and the mods weather modPE or native will start rolling out soon after 0.11.0 is released
If you don't have a PC, you can install AIDE on your tablet or phone and then, when you open an ndk project, aide will ask you to download the ndk support (because SDK and NDK sources are built into your device's android os) and you can test your mods directly on your android device.
If you want a mod that gives potion effects then I think there is one native mod out for it but blocklauncher is in 0.11 beta and mods are hard to load or don't work. Just wait a bit, like me, and the mods weather modPE or native will start rolling out soon after 0.11.0 is released
I have one question: will 0.11 with blocklauncher and mods work on intel android devices?
Hello I have Sony Xperia M2 Dual (D2302) running on unofficial CyanogenMod 11 and when I open minecraft it crashes and when I open block launcher and block launcher pro they crash too
You could add support for "Plugins". They would be scripts that act as an API which will always be run. For example you had a Plugin script for adding ModPE.addMessage(str);:
Then in your normal scripts you can use these custom functions without any errors. You could also use them for Libraries. What I mean is you could create a library, a method for creating GUI alot easier. Like ModPE.addGui(type);
You could add support for "Plugins". They would be scripts that act as an API which will always be run. For example you had a Plugin script for adding ModPE.addMessage(str);:
Then in your normal scripts you can use these custom functions without any errors. You could also use them for Libraries. What I mean is you could create a library, a method for creating GUI alot easier. Like ModPE.addGui(type);
Can you please check my ModPE++ IDE? It's a bit old, but it has multiple files support and loading of external libraries too
You could add support for "Plugins". They would be scripts that act as an API which will always be run. For example you had a Plugin script for adding ModPE.addMessage(str);:
Then in your normal scripts you can use these custom functions without any errors. You could also use them for Libraries. What I mean is you could create a library, a method for creating GUI alot easier. Like ModPE.addGui(type);
You can already do this, example:
var ModPE.addMessage = function(str){
ModPE.showTipMessage(str);
};
//now whenever you call ModPE.addMessage(); it will show a tip message.
ModPE.addMessage("Though this function is pointless without more things happening");
EDIT:
There is also a way to call another scripts functions, so you can make a script dependable on a whole other script - aka - a javascript (ModPE) library.
//now whenever you call ModPE.addMessage(); it will show a tip message.
ModPE.addMessage("Though this function is pointless without more things happening");
EDIT:
There is also a way to call another scripts functions, so you can make a script dependable on a whole other script - aka - a javascript (ModPE) library.
THAT IS NOT WHAT I WANT. You should be able to run.it no matter what in a SEPERATE script called a PLUGIN.
THAT IS NOT WHAT I WANT. You should be able to run.it no matter what in a SEPERATE script called a PLUGIN.
ModPE.callMethod = function(method,input) {
net.zhuoweizhang.mcpelauncher.ScriptManager.callScriptMethod(method, input);
};
Copy and paste this at the top or bottom of your code - then you can install any mod and call any method from any mod installed
Example:
//from different script
ModPE.callMethod("myCustomFunction","Hello");
While inside your other script:
function myCustomFuntion(str){
clientMessage(str);
}[/pre]
ModPE.callMethod = function(method,input) {
net.zhuoweizhang.mcpelauncher.ScriptManager.callScriptMethod(method, input);
};
Copy and paste this at the top or bottom of your code - then you can install any mod and call any method from any mod installed
Example:
//from different script
ModPE.callMethod("myCustomFunction","Hello");
While inside your other script:
function myCustomFuntion(str){
clientMessage(str);
}
That´s how my Mod-Starter works. If the problem is that the Mods don´t start (because newLevel() don´t becomes called) You can just use it. (Link)
Yeah but i dont know native modding at all and im wondering if is possible to do it using ModPE
No, using ModPE it's impossible. You need a compiler with SDK and NDK installed. I made some tutorials on native modding. Look here: http://www.artus9033.weebly.com
Um i dont have a pc
Just ignore these bafoons, I'm joking!
If you want a mod that gives potion effects then I think there is one native mod out for it but blocklauncher is in 0.11 beta and mods are hard to load or don't work. Just wait a bit, like me, and the mods weather modPE or native will start rolling out soon after 0.11.0 is released
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If you don't have a PC, you can install AIDE on your tablet or phone and then, when you open an ndk project, aide will ask you to download the ndk support (because SDK and NDK sources are built into your device's android os) and you can test your mods directly on your android device.
I have one question: will 0.11 with blocklauncher and mods work on intel android devices?
I haven't played in a while. Will you post step by step instructions on how to use texture packs with blocklauncher?
Hello I have Sony Xperia M2 Dual (D2302) running on unofficial CyanogenMod 11 and when I open minecraft it crashes and when I open block launcher and block launcher pro they crash too
Lol read the topic title. An ANDROID app.
You could add support for "Plugins". They would be scripts that act as an API which will always be run. For example you had a Plugin script for adding ModPE.addMessage(str);:
Then in your normal scripts you can use these custom functions without any errors. You could also use them for Libraries. What I mean is you could create a library, a method for creating GUI alot easier. Like ModPE.addGui(type);
Can you please check my ModPE++ IDE? It's a bit old, but it has multiple files support and loading of external libraries too
Game dev and Minecraft modder.
Twitter: @jv110br_
You can already do this, example:
var ModPE.addMessage = function(str){
ModPE.showTipMessage(str);
};
//now whenever you call ModPE.addMessage(); it will show a tip message.
ModPE.addMessage("Though this function is pointless without more things happening");
EDIT:
There is also a way to call another scripts functions, so you can make a script dependable on a whole other script - aka - a javascript (ModPE) library.
Want Custom ModPE functions? Look here -> WolfyPE ModPE functions
THAT IS NOT WHAT I WANT. You should be able to run.it no matter what in a SEPERATE script called a PLUGIN.
Kk
ModPE.callMethod = function(method,input) {
net.zhuoweizhang.mcpelauncher.ScriptManager.callScriptMethod(method, input);
};
Copy and paste this at the top or bottom of your code - then you can install any mod and call any method from any mod installed
Example:
//from different script
ModPE.callMethod("myCustomFunction","Hello");
While inside your other script:
function myCustomFuntion(str){
clientMessage(str);
}[/pre]
Want Custom ModPE functions? Look here -> WolfyPE ModPE functions
That´s how my Mod-Starter works. If the problem is that the Mods don´t start (because newLevel() don´t becomes called) You can just use it. (Link)
As you may know now BlockLauncher can! I made a Mod for giving you potion effects: Link
Entity.addEffect(entity, effect-Id, timeInTicks, power, boolean, boolean)
Are you Beta-Tester of MCPE? If yes, make sure that you also test BlockLauncher.
BlockLauncher crashes for many reasons, but it can also be easily fixed. Can you tell us the version of your MCPE and Blocklauncher?
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Yeah, also you could paste the blocklauncher_Crash[some numbers].txt in your /mnt/sdcard/. It would help a lot with fixing the crash.