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    posted a message on Wawla - What Are We Looking At
    Quote from ArcheHalo»

    Hello Darkhax. First of all Im very thankful of your creation and had received a lot of help from it. But Im having a little bit of issue.

    Im currently using the pixelmon 3.5.1, which is in 1.7.10. With Wawla, the pokemons would show just random IV/Nature/Abilities. But they change when I catch them and check. Is it an issue that can be fixed? Does it work correctly in different builds of Wawla?

    Thanks for your time, I would look forward for your reply :)


    Hello, a few people have reported this issue to me already, however I am not too sure what is going on. I have talked with the pixelmon team a lot about this particular feature, and they have said that it's good. The only thing I can think of, is that it might be some form of anti-cheat protection offered by Pixelmon or another pixelmon addon. The data displayed is always 100% accurate with what the data of that entity is, so the actual atributes are changing once the pokemon is caught. The best solution to this would be to hide those pieces of information until the pokemon is caught, however this information is still accurate before then, and can be useful for picking your battles.
    Posted in: Minecraft Mods
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    posted a message on Getting integer causes crash

    There are a few issues here with your code. The first is your package names. Package names should never have upper case characters. This has been linked to a wide range of problems and is a huge red flag for code quality. I would say your issue is due to not checking if the item stack is safe to use. For example, itemstack.getTagCompound() is almost always null, unless you set it yourself. You can do a check for stack.hasTagCompound and if it fails, add one using setTagCompound. Also player.getCurrentEquippedItem may not be null, but the Item in getItem can be in fringe cases.

    Posted in: Modification Development
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    posted a message on More Swords PE (Official)
    Quote from _Sin0psysS_»

    Pretty clean code, nice job! Looks like Takoh is as good a teacher as he is a modder ;)

    I didn't understand the problem you encountered with the aether sword though?..


    Also I like how the health removing system allows the player to get the loots, but does one hit always remove half a heart, even for a mob with an armor for example?


    I had quite a bit of experience in coding before porting this mod over, however Takoh was a huge help in learning the basics of ModPE. The issue with the aether sword comes from the way motion on entities is handled. I haven't looked in the base code to confirm this, however I would guess that when you hit an entity, it handles the velocity and position of the entity in a special way which ignores custom changes. In my tests I tried a wide range of arguments for both Entity.setVelY and Entity.setPosition however neither seemed to have any effect. As for the way damage is handled, I haven't actually tested that yet. I would assume it does, however it might not. I don't actually own an android device, so my testing capabilities are fairly limited.
    Posted in: MCPE: Mods / Tools
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    posted a message on is minecraft demonic?

    Well, you haven't presented your co-workers argument, so there isn't really much room for actual discussion here. One could argue that Minecraft is demonic for any number of reasons. The biggest likely being that the nether is refereed to as hell in the game code. Also, I don't see how this forum post or poll proves anything, because it is coming from a biased source, and just because the majority of people agree with your position, in no way makes it accurate. You have also intentionally omitted one of the biggest pieces of evidence for their position by excluding the nether from the poll. Personally, I would be very interested in hearing your co-workers position, and see where his position is coming on.

    Posted in: Discussion
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    posted a message on More Swords PE (Official)
    Quote from Kulei»

    How to download minecraft more sword


    The download link is included in the post. It's in the Dowload section. Once downloaded, you can use Block Launcher to run this mod script.
    Posted in: MCPE: Mods / Tools
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    posted a message on Very disturbing animals

    It's not too strange if you understand how they work. Given that you have four mods installed (three of which are all from forge) it would be safe to assume you or someone else has created a new mod which is being used to create this effect.

    Posted in: Discussion
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    posted a message on Crash in Creative Tab, Rendering item

    The icon used for the top of the block is null. Re-review that part of the code.

    Posted in: Modification Development
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    posted a message on Can a Spigot developer easily transition into mod development?

    As long as you have a decent grasp of Java, it shouldn't be much of a problem. A lot of the ideas and concepts between Forge and Spigot actually overlap, so it shouldn't be completely foreign. Trying to find information of Minecraft Forge can be a bit unreliable, as Mojang changes a fair bit of stuff in almost all areas of the code. This mostly affects the basics, like setting an item's display name, or registering textures. Even between 1.8 and 1.8.9 there was a lot of changes to the model system which broke earlier mods. However, once you have a solid foundation for creating mods, this becomes mostly trivial, as you likely won't need tutorials As for the methods and fields changing, that is true to an extent however it's not as bad as everyone says, it's just, and gives you a good opportunity to explore the new update for yourself.

    Posted in: Modification Development
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    posted a message on More Swords PE (Official)
    Quote from Manhnq12082003»

    Can you help me learning to make mods?


    I would love to start creating tutorials and helping other people learn to program, however I have too many projects to help right now. Also, messages like these should be directed to a private message, rather than in the thread. It is considered off topic.
    Posted in: MCPE: Mods / Tools
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    posted a message on How many tabs is too many?

    My general opinion on this is that if your mod adds more than one creative tab, you're doing it wrong. You can effortlessly add a search bar to your creative tab, which makes it extremely easy for the player to find anything they want. This is the direction that many mods such as Botania have taken, and I think more mods should follow that example. There is probably a case that justifies multiple tabs, however I have not seen a single mod which justifies it. I was actually considering a core mod which would completely wipe the creative tab system and re-register every mod with a single tab, or specifically target mods that go overkill on tabs such as DecoCraft.

    Posted in: Modification Development
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    posted a message on More Swords PE (Official)
    Quote from Kaireo»



    Thanks! Gonna try it out when 0.14.0 has script support


    Edit: Question though, will the mod also have an addon version?


    That is definitely a possibility, however I do not currently know how to make them. I am sure I would be able to find out, however I don't currently own an android device, so testing can get a bit tedious.
    Posted in: MCPE: Mods / Tools
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    posted a message on Make End Stone Kill Me Without My Space Helmet?

    It seems to me that the best solution would be to create a command block that constantly checks if the player is wearing the helmet block while they are in the end dimension, rather then if they are standing on the end stone.

    Posted in: Discussion
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    posted a message on More Swords PE (Official)
    Quote from Kaireo»

    Can't reach the link :(


    For me it says "Website not available"


    The forums didn't like my link. It should be fixed now though.
    Posted in: MCPE: Mods / Tools
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    posted a message on 1.8 Use part of a texture

    The UV units can change depending on where it is being used, however for item and block models, it is in pixels.

    Posted in: Modification Development
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    posted a message on More Swords PE (Official)
    More Swords Mod provides a magnificent chain of lustrous new swords that expound upon the foundation of Minecraft weaponry. Razor sharp swords of magic as well as stronger, more practical blades!

    Downloads

    You can download the latest version of the mod here.



    Dawn Star
    Damage: 6
    Durability: 1286
    Effect: Causes fire damage to enemies.


    Draconic Blade
    Damage: 7
    Durability 1089
    Effect: Removes all buffs from enemies.


    Eye End Blade
    Damage: 8
    Durability: 1580
    Effect: Not yet implemented.


    Glacial Edge
    Damage: 6
    Durability: 680
    Effect: Causes Slowness to enemies.


    Gladiolus
    Damage: 6
    Durability: 645
    Effect: Causes Poison to enemies.


    Vampiric
    Damage: 7
    Durability: 812
    Effect: Causes a heal effect.


    Wither's Bane
    Damage: 8
    Durability: 1869
    Effect: Causes Wither damage to enemies.


    Aether's Guard
    Damage: 8
    Durability: 1796
    Effect: Causes enemies to fly into the air. Currently broken due to vanilla bug.


    Adminium Ark
    Damage: 9999999
    Durability: 9999999
    Effect: Rekts everything. Not ubtainable in survival.


    Other Information
    Crafting recipes can be seen at the crafting table.
    Zombies can ocasionally spawn holding a sword from this mod.
    The /moreswords swords command will add all swords to the inventory.
    The /moreswords crafting command will add all crafting materials to the inventory.



    Credits

    Darkhax - The author of this mod, and the PC counter part.

    TaQultO_988 - Lots of help with the PE code.

    Thisguy1045 - Texture Artist of several textures.

    InsectKing142 - Artist of the Dawn Star texture

    Posted in: MCPE: Mods / Tools
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