- EpicGamerMCPE
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Member for 10 years, 1 month, and 16 days
Last active Mon, Jul, 25 2016 15:43:12
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Kioni posted a message on Kioni Goth, a New Mod sitei will no longer be posting mods on the forums, for those of you still looking for them, go to https://github.com/Kioni/ModPE i now have MCPE Vampire, as always, and now my famous Mining Wand remade for Customstuff 2. Come on by, we're always open!Posted in: MCPE: Mods / Tools -
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Booger349 posted a message on Mo' Knockback Swords Mod [NEEDS VIDEO REVIEW] [Adds Knockback Swords]Posted in: MCPE: Mods / ToolsQuote from Booger349
Hey Guys! Today i'm bringing you another mod! Remember to +1and comment!
This is the Mo' Swords Mods! The mod adds 6 new swords. They all have a differant level of knockback.
To recieve the swords, place an iron block.
Download: https://www.dropbox.com/s/8wtq271y7k1wez1/Mo' Knockback Swords Mod.js
Hooe you enjoy! Please remember to +1 and comment!
Hey Guys! Today i'm bringing you another mod! Remember to +1and comment!
This is the Mo' Swords Mods! The mod adds 6 new swords. They all have a differant level of knockback.
To recieve the swords, place an iron block.
Download: https://www.dropbox.com/s/8wtq271y7k1wez1/Mo' Knockback Swords Mod.js
Video Review:
Hooe you enjoy! Please remember to +1 and comment! -
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minecrave79 posted a message on Custom Mob Model Tutorial! With Example![size=large] Custom Mob Model Tutorial[/size]Posted in: MCPE: Mod / Tool Discussion
People have been asking for a tutorial for custom mob modeling, so I decided to make one. Though first off I would like to say that making costum mob models is quite hard and it will probably take you a while to be able to do it right. So I am now going to explain (at the best I can) how to make custom mob models so bear with me through this tutorial.
[size=large]Starting[/size]
First you have to create a function for the costum model like this:
function addMobToRenderer(renderer) { }
Then you have to put this inside the function:
var model = renderer.getModel();
That gets the model.
So now what you have is this:
function addMobToRenderer(renderer) { var model = renderer.getModel(); }
[size=large]Model Parts[/size]
Next you get the model parts of the model and turn them into variables. The current model parts are: head, body, rightArm, LeftArm, rightLeg and leftLeg. So we would have this:
function addMobToRenderer(renderer) { var model = renderer.getModel(); var bipedBody = model.getPart("body"); var bipedLeg = model.getPart("rightLeg"); var bipedLeg2 = model.getPart("leftLeg"); var bipedhead = model.getPart("head"); var bipedarm = model.getPart("rightArm"); var bipedarm2 = model.getPart("leftArm"); }
Then you can delete/clear a body part by putting a .clear() at the end of getting the body part so if you cleared all the body parts it would look like this:
function addMobToRenderer(renderer) { var model = renderer.getModel(); var bipedBody = model.getPart("body").clear(); var bipedLeg = model.getPart("rightLeg").clear(); var bipedLeg2 = model.getPart("leftLeg").clear(); var bipedhead = model.getPart("head").clear(); var bipedarm = model.getPart("rightArm").clear(); var bipedarm2 = model.getPart("leftArm").clear(); }
[size=large]Add Box[/size]
Next to create your model, you need to add boxes. boxes are squares or rectangels that you can add to the model at any size or location on the model to any body part.
to add boxes put the variable for a body part then put .addBox(x, y, z, x, y, z, scale);. The paremeters for the first x, y, z is the location of where the box is on the model. So changing x will move the box side to side(adding will make it go to the left and subtracting will make it go to the right I think), changing y will move it up and down(adding will make it go down and subracting will make it go up), and z will move it front and back(adding will make it go back and subtracting will make it go foward). The other x, y, z is for the size of the box. x will make the length longer or shorter, y will make the height longer or shorter and z will make the width longer or shorter. moving the location or increasing the size of a box is measured in minecraft pixels. If you want to move your box or increase your boxes size by less than a pixel, than just use decimels after the number. The last paremeter is the scale, which to be honest I have no idea what it does so if you want my advice just put 0 there or do not add that paremeter at all. Here is a example of adding a box:
bipedBody.addBox(1.0, -4.5, -3.0, 15, 10, 15, 0);
What I just did there was add a box to the body,move it 1 pixel to the right, 4.5 pixels up, and 3 pixels foward. The sixe of the box was 15 pixels for the length, 10 pixels for the height, and 15 pixels for the width. The box is at a scale of 0.
[size=large]SetTextureOffset[/size]
Next is .setTextureOffset(x, y); What this does is set the part of the texture used which a model part will use. x will move the part of the texture used from side to side. y will move the part of the texture used up and down. This image shows where the box we added before will get its texture from without doing anything with the texture offset(sorry the image is small):
(T=top, B=bottom, L=left, R=right, F=front, B2=back)
But by adding this:
bipedBody.setTextureOffset(7, 4);
Will make the box get its texture from here:
Normaly, when using setTextureOffset, it would set the texture offset for all the boxes in the model part. But if you want to set a different texture offset for a box you can set the texture offset after the box before the box you wanted a different texture offset for. E.g. lets say you have this:
var bipedBody = model.getPart("body").clear(); bipedBody.setTextureOffset(7, 4); bipedBody.addBox(1.0, -4.5, -3.0, 15, 10, 15, 0); bipedBody.addBox(16.0, -4.5, -3.0, 15, 10, 15, 0);
And you wanted the second box added to have a texture offset of (12, 7); instead of (32, 5); then you do this:
var bipedBody = model.getPart("body").clear(); bipedBody.setTextureOffset(7, 4); bipedBody.addBox(1.0, -4.5, -3.0, 15, 10, 15, 0); bipedBody.setTextureOffset(0, 7); bipedBody.addBox(16.0, -4.5, -3.0, 15, 10, 15, 0);
This will only make the texture offset of the first box (35, 5); and make the second one (12, 7);. You set the texture offset for any boxes in any model part.
[size=large]SetRotationPoint[/size]
.setRotatationPoint(x, y, z); sets the the anchor point of the model part/box. This can be used so that boxes do not move around irregularly when the mob moves them. x, y, z is where the rotation point is in the model. Again when moving the rotation point, it will be moved in minecraft pixels. An example of using .setRotationPoint:
bipedLeg.setRotationPoint(1.0, 0.5, 2.0);
This sets the rotation point 1 pixel to the right, 0.5 pixels back and 2 pixels foward. The same method used to set the texture offset of a indvisual box rather than the whole model part can also be used with the rotation point. You can set the rotation point for any boxes in any model part, but I doubt it would affect much when used on the body.
[size=large]SetTextureSize[/size]
.setTextureSize(length, height); is bugged and should not be used.
[size=large]Model Base[/size]
After you have created your model function you have to create a variable that equals a base model. Currently the only usable base model is the humanoid/player model so you have to do(outside of the function):
var Renderer = Renderer.createHumanoidRenderer();
Then you have to merge that variable with the function you made so if your function was called addMobToRenderer you would do:
var Renderer = Renderer.createHumanoidRenderer(); addMobToRenderer(Renderer);
Spawning
[size=medium]When you spawn the mob you have to use Entity.setRenderType(entity, render); You put the entity in the entity paremeter and in the render paremeter you put the variable you made before plus .renderType after it so for a example:[/size]
[size=medium]Entity.setRenderType(entity, Renderer.renderType);[/size][size=medium]
[/size]
[size=large]Example[/size]
Now for the example. I made a model of a mob I made up called the "Demon Golem" heres what it looks like:
And heres the code(To get the spawn egg type in the chat "/DemonGolem spawner":
I would have put more functionality to the mob, but I am teaching you guys how to model mobs, not create thier AI.
ModPE.setItem(397, "spawn_egg", 0, "Spawn Demon Golem");//sets a item ModPE.overrideTexture("images/mob/DemonGolem.png"," http://i.imgur.com/hbbsosz.png");//downloads the texture var DemonGolem;//a global variable function addDemonGolemToRenderer(renderer) {//the model function var model = renderer.getModel();//creates a new variable to get the model var bipedBody = model.getPart("body").clear();//a variable gets the body and clears it bipedBody.setTextureOffset(3, 6);//sets the texture offset for the body bipedBody.addBox(-5.0, -3.0, 0.0, 15, 18, 8, 0);//the body bipedBody.setTextureOffset(1, 1);//sets the texture offset for the head(I made the head part of the body) bipedBody.addBox(-1.0, -1.0, -4.0, 7, 8, 4, 0);//the head bipedBody.setTextureOffset(59, 0);//set the texture offset for the horns //the bottom part of the horns bipedBody.addBox(0.0, -4.0, -3.0, 1, 3, 1); bipedBody.addBox(3.0, -4.0, -3.0, 1, 3, 1); //the middle part of the horns bipedBody.addBox(-1.0, -6.0, -3.0, 1, 3, 1); bipedBody.addBox(4.0, -6.0, -3.0, 1, 3, 1); //the top part of the horns bipedBody.addBox(0.0, -8.0, -3.0, 1, 3, 1); bipedBody.addBox(3.0, -8.0, -3.0, 1, 3, 1); var bipedLeg = model.getPart("rightLeg").clear();//a variable that gets the right leg and clears it bipedLeg.setRotationPoint(-2.0, 2.0, 1.5);//sets the rotation point for the right leg at where the right leg and body meet bipedLeg.setTextureOffset(45, 16);//sets the texture offset for the right leg bipedLeg.addBox(-2.0, 2.0, 1.5, 5, 10, 5, 0);//the right leg var bipedLeg2 = model.getPart("leftLeg").clear();//a variable that gets the left leg and clears it bipedLeg2.setRotationPoint(2.0, 2.0, 1.5);//sets the rotation point for the left leg at where the left leg and body meet bipedLeg2.setTextureOffset(45, 16);//sets the texture offset for the left leg bipedLeg2.addBox(2.0, 2.0, 1.5, 5, 10, 5, 0);//the left leg var bipedhead = model.getPart("head").clear();//a variable that gets the head and clears it var bipedarm = model.getPart("rightArm").clear();//a variable that gets the right arm and clears it bipedarm.setRotationPoint(-4.0, -2.0, 1.5);//sets the rotation point at the top of the right arm bipedarm.setTextureOffset(40, 0);//sets the texture offset for the right arm bipedarm.addBox(-4.0, -2.0, 1.5, 4, 26, 4, 0);//the right arm var bipedarm2 = model.getPart("leftArm").clear();//a variable that gets the left arm and clears it bipedarm2.setRotationPoint(4.0, -2.0, 1.5);//sets the rotation point at the top of the left arm bipedarm2.setTextureOffset(40, 0);//sets the texture offset for the left arm bipedarm2.addBox(4.0, -2.0, 1.5, 4, 26, 4, 0);//the left arm } var DemonGolemRenderer = Renderer.createHumanoidRenderer();//creates a variable that equals a humanoid model addDemonGolemToRenderer(DemonGolemRenderer);//merges the variable with the model function function useItem(x, y, z, i, b, s){//when a block is tapped if(i==397){//with item 397 DemonGolem = Level.spawnMob(x, y+1, z,32,"mob/DemonGolem.png");//a variable equals spawning zombie at the location of where the block was tapped with the GolemDemon skin Entity.setRenderType(DemonGolem, DemonGolemRenderer.renderType);//sets the model of the mob spawned to the custom model Entity.setNameTag(DemonGolem, "Demon Golem");//gives the mob a nametag cause #yolo Entity.setHealth(DemonGolem, 70);//sets the mobs health to 70 } } function attackHook(a, v){//when something attacks if(Entity.getMobSkin(v)=="mob/DemonGolem.png"){//if the victim has that mob skin Level.playSoundEnt(v, "mob.zombiepig.zpigangry", 100, 30);//plays a zpigman sound } } function deathHook(a, v){//when a mob dies if (Entity.getMobSkin(v)=="mob/DemonGolem.png"){//if the mob has that mob skin Level.dropItem(Entity.getX(v),Entity.getY(v),Entity.getZ(v),1,10,2);//drops some fire and lava Level.dropItem(Entity.getX(v),Entity.getY(v),Entity.getZ(v),1,51,2); } } function modTick(){//every 1/20 of a second //makes the paricles appear Level.addParticle(ParticleType.lava, Entity.getX(DemonGolem)-0.2 , Entity.getY(DemonGolem)+1, Entity.getZ(DemonGolem), 0, 0, 0, 2); Level.addParticle(ParticleType.lava, Entity.getX(DemonGolem) , Entity.getY(DemonGolem), Entity.getZ(DemonGolem), 0, 0, 0, 2); Level.addParticle(ParticleType.lava, Entity.getX(DemonGolem)+0.2 , Entity.getY(DemonGolem)+1, Entity.getZ(DemonGolem), 0, 0, 0, 2); } function procCmd(c)//when a command is put in { var cmd = c.split(" "); if(cmd[0]=="DemonGolem" && cmd[1]=="spawner")//the player types "/GolemDemon spawner { //give you the spawner Player.addItemInventory(397,1); clientMessage("You were given a Demon Golem spawn egg!"); } }
[size=large]End[/size]
This is the end of the tutorial. If you have any questions feel free to ask them. If I made any mistakes tell me. If this helped you please press the green button on the side to support me thank you! -
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Darth377 posted a message on ModMaker by Darth377 [Make Mods in Game with No Coding Experience] LATEST: Attack Hook added! Added clear button! [Build Mods inCreate mods with LITERALLY no coding experience, IN GAME!!Version 4Features:Make mods instantly! Mods save directly to your sd card.Simply click the "Mod" button in the bottom left corner to start!From there you can edit the title, save your mod, or add features to it.So far, only newLevel, leaveGame, modTick, procCmd, deathHook, and attackHook are added with a few functions in each.You can reuse a function by clicking "OK (save all)" in the GUI, then reopening the function.100% working and bug free!This mod will be updated CONSTANTLY!
Reviews:There are no reviews right now... please spread the word by making a review! You'll gain a sub!
Download:
Changelog:v1:initial release
v2:added procCmd, scrollview, screenshots, and setting spawn.
v3:added deathHook, fixed screenshot functions. Added dropItem
v4:added attackHook, atm removal of explode, added setFireTicks, added clear buttonPlease drop a comment and a +1!And remember, more will be added!! -
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TheMCPEgamer2013 posted a message on TMCPES MODPACK WITH 10 MODSCRIPTS! Advance herobrine , backpack, Agents and more modscripts[Please Give us Feedback And NEEDS VIHi everyone today am going to bring you a modpack made by my modpe team called the TMCPES and am the team leader.We all worked very hard on it so please enjoy it and give feedback for any questions or bug reports.And also please a +1 thanks and enjoy the modpack and btw if someone can make a review on them it would be great thanks..All the modscripts will be in one zip file so get them from there.Also theres a texture pack zip in the zip file dont forget to put that texture pack on with the mods its important.ModpackPosted in: MCPE: Mods / ToolsHeres modpack link to all modscripts and texture pack is in there aswell.The modpack includes herobrine mod, Useful commands mod,Enchantment mod, Backpack mod, Enderchest mod, Agent mod, Edible Minerals mod, Mo swords mod, and gold trees mod.https://db.tt/TwE2GiwgThe TMCPES TeamThese are all the team members and leader and give credit to all my members and myself.TheMCPEgamer2013(Team leader and coder)Kyurem838(Team member and coder)Darth377(Team member and coder)ThebudderPig(Team membe and made textures)TheRealBluejay(Team member amd coder)ThebutterMiner10(Team member and made textures)Shea(Team member and beta tested the modpack)SkidPlaysMC(Team member and coder)MattdaveMatt(Team member and coder)expir3dcow(Team member and coder)firenibbler(Team member and coder)ScreenshotsHeres a screenshot to know to build the alter to spawn herobrine and theres link to go see them https://db.tt/cBmf6RJuMod InformationOk so am going to explain the mods that dont have a /help to explain themselves.Useful commands mod - This mod adds 4 commands that are useful at times.Heres the list:/day,/night,/gamemode 0,/gamemode 1.Gold Trees Mod - This mod changes the trees and the leaves are gold blocks and also has the new sapling to grow them.Once imported the mod does the work all it self so it doesnt need a /help.BackPack mod - This mod saves your stuff and carries it with you.Just tap leather on a grass block on a side or top.Then it saves your stuff.EnderChest Mod - This mod saves the 5 to 7 slots of the chest.And it appears at every chest.Just tap a chest with a stick to save your stuff in the 5 to 7 slots.EnchantMent Mod - This mod adds enchantments that are fire aspect and knockback.You must kill mobs to gain xp and you can do /xp to check how much xp you have.Then you can buy the enchantment.Mo Swords Mod - This mod adds three new swords that have new abilities to use in battle.In order to get them normally you need to gather the items to craft it.Such as for example /craft flowingsword and it will show you what you need.Or if you have the command /give here are the item ids - 470 = blazingsword,471 = flowingsword,472 = earthsword. -
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TheBudderPig posted a message on TMCPES MODPACK WITH 10 MODSCRIPTS! Advance herobrine , backpack, Agents and more modscripts[Please Give us Feedback And NEEDS VII hope this will be a hot topic because we (mod team) all worked hard on it. If it does become a hot topic, it could take awhilePosted in: MCPE: Mods / Tools -
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TheMCPEgamer2013 posted a message on Attack of the overworld modscript V.1.2 released![Update Beta Version coming soon 2.0][Please give me FeedBack]Hi everyone Me and Insane96MCP have created this mod that makes mobs more stronger in forces.It is a quest.On how to use the mod do /help and that will tell how to use the mod.We will make the quest more challenging in the next update so stay tuned.If you want to join thePosted in: MCPE: Mods / Tools
beta group pm me and I will sign you up.Hope you like the mod and leave a reply for questions about the mod.Oh and btw can someone make a review on it Thanks.
Modscript download
Version 1.0 https://www.dropbox....done_tweaked.js
Version 1.1 https://db.tt/s9Ksc2sE
Version 1.2 https://db.tt/qsNOlHPs
Changelog:
V.1.0 intial release(Available Now)
V.1.1 adds more attack groups and a enchanted fire sword with a hard hit and bug fixes(Available Now)
V.1.2 adds more droppings for bosses and another mob command, and a few bug fixes.(Available Now)
V.2.0 (Beta)(Big update)adds new items, bug fixes and more spawning mobs that have secret powers(Coming Soon) -
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OnlyJustinn posted a message on [W.I.P] OnlyRandoModd [Random Stuff Mod]OnlyRandoModd by OnlyJustinn! This mod will contain a bunch of random stuff. It can be anything pretty much. It's a ModPE Script (that's all I know how to do lol). It's a basic mod. So far I'm implementing working PC items.Posted in: MCPE: WIP Mods / Tools
I have Rotten Flesh (Zombies drop it) You gain 1 heart from eating, Raw Egg (I got bored) it gives 2 hearts, Blaze Rod (Sets enemies on fire), Spider Eye (Spiders drop it derp) Does nothing, Glistening Melon(2 1/2 hearts) and much more.
Download Link: https://www.dropbox.com/s/x0f7wy9m8b251qv/OnlyRandoModd v0.1.js
If you would like to help make it please pm me and I will give you my email.
Oh, if you have ideas post them here.
-OnlyJustinn -
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DarkBlade posted a message on [WIP] Entity Mines+Creeper Dimension+Security CraftHey guys I am working on 3 mods.Posted in: MCPE: WIP Mods / Tools
EntityMines
New Items:
-Diamond Ore Mine
-Sand Mine
-dirt mine
-cactus mine
-cobble mine
-door mine
How to get:
-tap hand on floor to get all items
IDS:
-NOT RELEASED
PROGRESS:10%
Creeper Dimension
New Items:
-creeper dimesion portal
-creeper sword
-creeper meat
New Mob:
-Creeper Knight
-creeper freind
How to get:
-tap hand on floor to get
-(3.5 kill mobs to get)
IDS:
-NOT RELEASED
Progress:1%
Security Craft
New Items:
-Secured Door
-Laser
-Mines
-Killier Water
-Friendly Lava
-KeyPass Block
-KeyPass
-(Higher Version has more)
How to get:
-tap hand on floor to get
-(3.5 craft items)
IDS:
-NOT RELEASED
Progress:0%
I will be needing help for all 3 Mods.
POST ON THREAD SAYING U WANNA HELP THEN PM ME
- To post a comment, please login.
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Fixed it again, this time I put it in a zip.
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Note: you have to use the texture pack with this mod.
Weapons:
Katana of Flames
Dynamite Dagger
Magical Blade
Fire Raiser
Sword of Health
Healing Weapon
Baseball Bat
Enchanted Baseball Bat
Power of Darkness
Items:
Soul
Bag o' souls
Heart
Teleport Staff
(There is more but im not on my tablet and i forgot all of them)
Blocks:
Soul Ore
Block of Souls
Box of Hearts
Storage Container [no use yet]
Spirit Block
Screenshots:
https://dl-web.dropb...yHuxna3g9cPOgew
https://dl-web.dropb...dLj5L6YvyhSBa9A
https://dl-web.dropb...lJvqTBlDW0JORzA
Downloads:
https://www.dropbox.com/s/ilcckxlpi1c80ql/KnightZ by EpicGamerMCPE.zip
The dynamite blade explodes on contact,
The magical blade makes the entity dissappear
The Healing Weapon heals you to 100 hearts
The Sword of health heals a half heart each time you attack
The enchanted baseball bat knocks the enemy back and sets them on fire
The baseball bat knocks the enemy back
The teleport staff teleports you whenever you tap the ground
Soul has no use yet
Heart has no use yet
Loaf of prosperity heals you when you eat it
Zombie heart heals you
Warriors heart heals you
Knights heart heals you
All of the blocks dont really have any use yet and dont spawn randomly, because Math.PI stuff crashes my bl.
The dragons wings make you glide
the agel wings make you fly
Video review(newest/best)
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Ok, so I was thinking maybe I could make the time capsule with the nether reactor texture but just different shapes? idk.
Anyways, I just thought it sounded like a kind of cool idea. So, if anyone has any suggestions, just reply and hit that litte green button!
----------------------------------------------------------------------------------------------------------------------->>
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(no kik needed just pm me). On april 15th I will send the link to the mod to the beta testers for testing, then I will release the mod to the public on april 21st. Only 5 beta testers will be chosen. Good luck!
p.s., the link in my signature is an outdated version.
the mod creates epic weapons and tools into pocket edition. (using normal weapons and tools since my tablet crashes with ModPE.setItem) also, in the modpack there are other interesting and fun mods like healing touch, healing ore, lots of loot, in-game mode changer, and other cool mods that I have made.
Epic weapons and tools now has an explosive arrow script, thanks to tombailey94.
The other mods are still the same as before.
Thanks!
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it would be possible.
and btw welcome to the forums! and just a tip, be more specific with your tags if youre going to put any
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