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    posted a message on Ultra Hardcore Survival: Hexxit
    Here's episode 5. It's the most intense yet. :D

    Posted in: Let's Plays
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    posted a message on Ultra Hardcore Survival: Hexxit
    Quote from lemonguy1818

    oh look i found a aduelget , guys check this guy out his is awesome :D
    Figures someone I already know would respond here. XD
    Posted in: Let's Plays
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from slain34

    I have it set like this
    onUseOnEntity[0] = "mod.loadScript('knockback.js');knockback(2.0,'living');";
    You'd right click a zombie and he'd go flying in the direction you're looking, if I remember correctly. You could set it to 'onHitEntity' too, though, so when you bop 'em they go flying.


    Hmm... it's not working for me apparently. :/

    Seems none of the "living" stuff is working for me in the version I am using: customStuff2-0.10.6b-universal
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Interesting. How would I go about calling this function? Sorry... still very new to the mod. :D
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from slain34

    That... That doesn't make any sense. Like, at all. What's your item/randPotato.js look like


    Yeah, that extended code just further mixes things up with random combinations. :/

    Here is the item code.

    id = config.getItemId("goldenPotatoID");
    name = "goldenPotato";
    displayName[0] = "Golden Potato";
    information[0] = "Mysterious Mash!";
    textureFile[0] = "gold_potato.png";
    maxStack = 1;
    hasEffect[0] = true;
    full3d = false;
    addToCreative[0] = true;
    creativeTab = "food";
    saturation[0] = 24.0;
    hunger[0] = 4;
    alwaysEdible[0] = true;
    potion[0] = "regeneration";
    potionDuration[0] = 30;
    potionAmplifier[0] = 4;
    potionProbability[0] = 1.0;
    usingAction[0] = "eat";
    leaveContainerItem = false;
    onEaten[0] = "mod.loadScript('goldenPotato.script');";


    Hate to keep asking for more help, but I was wondering if it was possible to code it to knockback a mob when hit with an item and further more, knock them into the air at the same time for a "homerun" style effect.
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from slain34

    try something like...
    var randPotato;
    randPotato = Math.floor(Math.random()*100);
    player.sendMessage(randPotato);
    
    if(randPotato < 50)
    {
    player.addPotionEffect('Leap',6000,0);
    }
    else
    {
    player.addPotionEffect('Flight',6000,0);
    }


    This of course is only if you have two effects... If you have a third effect you might want something more like

    var randPotato;
    randPotato = Math.floor(Math.random()*100);
    player.sendMessage(randPotato);
    
    if(randPotato < 33)
    {
    player.addPotionEffect('Leap',6000,0);
    }
    else if(randPotato > 33 && randPotato < 66)
    {
    player.addPotionEffect('Flight',6000,0);
    }
    else if(randPotato > 99)
    {
    player.addPotionEffect('wither',6000,0);
    }
    else
    {
    player.addPotionEffect('nightvision',6000,0);
    }


    etc, changing the range for each effect you add.


    I used this code and the first time it got 64 and gave me only flight. Second time, it got 65 and gave me both. I'm baffled. :/
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from slain34

    Lemme peek your code

    You could do a roundabout fix for it, abusing this
    if(Math.floor(Math.random()*100) < 25)

    (this is, it generates a random number 1-100 (or 0-99, or 0-100, not entirely sure), and if the generated number is less than 25...)

    just do a bunch of if, else if, else if... one statement for each effect, use a lower number like maybe 5%, and if it goes through the whole list without picking one, have it run itself again.


    Here is the current state of it. Switched it around a ton to see if it would work and never did.

    var randPotato;
    randPotato = Math.floor(Math.random()*2);

    player.sendMessage(randPotato);

    if(randPotato === 0)
    {
    player.addPotionEffect('Leap',6000,0);
    }
    else if(randPotato === 1)
    {
    player.addPotionEffect('Flight',6000,0);
    }

    var randPotato = null;
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Hmm... using the 1.6 version and I can't seem to get the code to work properly for a food to have a random potion effect. I've done it inline and I've done it as a script and each time, when the random number is 0, it will give you only the first choice, but if it's 1, it will give you the first and second choice despite that not being possible by all conventional coding knowledge. I've even tested other code in the case or if statements and it works as it properly should... for some reason the player functions aren't though. :/
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from slain34

    Idk if it still works but in older versions there was an attribute isMagical (i think) that would add the overlay
    Thanks, dude! It's hasEffect :)
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Also, any chance of adding a setting on any item that would put the shiny enchant overlay over it?
    Posted in: Minecraft Mods
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    Quote from moeren86

    Not in CustomStuff 2, back in 1 it was possible...


    Alright... any idea of an alternative or if it will ever be added to CS2?
    Posted in: Minecraft Mods
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    posted a message on Ultra Hardcore Survival: Hexxit
    Here's episode 4 for ya guys!

    Posted in: Let's Plays
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    posted a message on CubeX2's Mods - All mods available for 1.8.9
    I've done a lot of searching and can't figure out if this is possible or not, but is the ability to create a basic throwable item like a snowball in CustomStuff2 and if not, will it be added at some point?
    Posted in: Minecraft Mods
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    posted a message on Ultra Hardcore Survival: Hexxit
    A little bit of derpage here in episode 3 of the series...

    Posted in: Let's Plays
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    posted a message on More Enchantments version 1.3- Now for 1.8
    Quote from Lithial

    well at some point ill release what i've got. i haven't really spent much time with it, its just the enchantments that copy pasted over to 1.7
    Really hope it's not too long before a 1.6.4 bugfix. Working on a modpack and I really love the enchants here especially because of how awesome knockback X and verticality X combined works out. XD
    Posted in: Minecraft Mods
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