Name:PEMapModder
ING:PEMapModder (I'm not sure what this is. This is my MCPE Username)
Email: [email protected]
Do You Love SkyDoesMinecraft: Good but his skills are actually not too good compared with others.
Do You Say Gold Or Budder: neither but Butter
Age:14
Are You Trusted: Yes except to those who troll me. I only troll prople who don't read the signs in my maps.
Why Do You Want Admin:To kick griefers and to avoid getting banned for something I didn't do. Also to keep your server admin-present from more time zones. Also to get ideas for my PvP map Capture the Nether Reactor 1.0 (beta was available only for my friends, 1.0 not released, spent months to make it, will be a server, I would send a copy to you if you accept my application, if you like you can host it on your own server when it is okay). Also, if it is a valid reason, get experience. Lol.
Why am I good to be admin: I have good survival skills. I only get raged when catching fire on lifeboat ctf server when there is no water and fire does no harm. I don't speak badly.
In the Level.playSound function will you be able to change mob sounds? And will you be able to make if you break a stone block it says "Congrats" And can it be recorded with Voice Recorder but what should it be saved as .?
Will it be possible for you to make a ModPE IDE? That would be reallt cool. And you guys seem really good with java. Why not create a new Modding API rather than using the ModPE API?
Seems that all of us have forgotten the fact that there is this (aged?) thing in BlockLauncher called
ADDONS.
However so far there is only one developer I know who had made some, and he is called
500 Internal Server Error.
My purporse in saying this is to remind that few people know how to make addons. (Yes I visited your github MCPELauncher-addons repo I know the answer is to use Android NDK and libminecraftpe.so) I don't know assembly language so I can't test, but I am thinking about an addon that uses assets images and sounds.
HOWEVER I believe the number of people capable to learn and write and publish ADDONS successfully is <10% that of ModPE Script.
If you kindly remember what Treebl wrote in the topic in ModPE v1.0 alpha release, it said ModPE is for those "with littleno coding experience". Obviously addons aren't so.
If people yell at me for proposing rubbish ideas I would delete this post, but as I mentioned before, ModPE is in a trend to becoming something like APK or EXE (self-extraction), or like texture packs (modding packs?). Obviously anybody with the most basic knowledge about javascript would know that inserting multimedia into a javascript is impossible (yes if you make a javascript-based PNG reader but no one is stupid (not really, I would if I only know JS) enough to do so). If one is to use multimedia (like terrain.png, sound tracks, etc.) for ModPE Scripts, a self-extraction is most ideal for such an action to avoid invalid URLs. In fact what I want to say is that TEXTURE PACKS, ADDONS and MODPE can be combined to make a self-extraction mod. In my mind, texture pack patching is a kind of modding, only that Mojang officially approves it. It can contain multiple texture packs, addons and ModPE Script and whatever. The mod contains an onRun script to control setTexturePack(dirname), un/patchAddon/ModPE(pathname), and switchToMap(name). This isn't very difficult, just changing a bit on your settings class. This is neither an idea requesting too much I think. I bet if you do this thing it won't even be more than the work you did to update for MCPE alpha 0.7.0. I really don't think this is a spamming comment. If this is done, it is really a great change to the whole MCPE modding. The pratical use for the above is most significant when one makes a challenge map. He (or she) no longer has to ask the user to install this map, install that texture pack, download this introduction textfile, import that ModPE Script, blah blah. What the user does is just to import the integrated mod. This thing can even be done solely by a third-party program (not BlockLauncher nor MCPE, but like PocketInvEditor). (I found that I sound like advertising a function more than proposing one) It sounds like a lot to do, but it is just part of what I am doing to the app I'm developing. Of course if a map maker has the time to do he would just make an APK and tell the user "you launch it and hurray now choose the first map by BlockLauncher and play everything is installed" but doing such thing in BlockLauncher would make things a lot better, because this is what PocketTool and BlockLauncher are originally designed for. (Or else the mod/texture pack/map makers could tell the downloader to extract the apk and delete assets and libminecraftpe.so and put my mods and texture files in)
Oh I think I am saying things as if it is already out.
It does You just need a method of activation... There have been a lot if scripts that use them. Have you not seen them?
If you think so, see what happens here:
function useItem(x,y,z,i,b,s){
if(b==49){
var yaw=getYaw();
var pitch=getPitch();
var player=getPlayerent();
var MCPEV="okay you say getmcpe doesnt work i wont test it";
var levelv="so does getlevel";
clientMessage(yaw+","+pitch+","+player+","+MCPEV+","+levelv);
}
}
When called: (yeah I type them myself)
Quote from And the error message »
Error occurred in script: getRot.js
org.mozilla.javascript.EcmaError: TypeError: Cannot find default value for object.
(getRot.js#7)
at
org...etcyouknowwhat...Runtime.constructError(Unknown Source)
at
org...unowot...constructError(Unknown Source)
at
org...etc...typeError1(Unknown Source)
{ at
etc.ScriptableObject.getDefaultValue(Unknwn Src the same)}*2
at
etc.ScriptRuntime.add(Unk Src)
at
etc.Interpreter.doAdd(Unk Src)
at
etc.Interpreter.interpretLoop(U S)
at script.useItem(gotRot.js:7)
at
etc.Interpreter.interpret(U S)
at
etc.InterpretedFunction.call(U S)
at
etc.ContextFactory.doTopCall(U S)
at
etc.ScriptRuntime.doTopCall(U S)
at
etc.InterpretedFunction.call(U S)
at
net.zhuowei.etcyouknowwhat.ScriptManager.callScriptMethod(ScriptManager.java:115)
at
net.zh...etc...ScriptManager.useItemOnCallback(ScriptManager.java:125)
at dalvik.system.NativeStart.run(Native Method)
Don't read this unless you don't want to read this:
I think the best way to learn is using your brain by referring to others' mod to learn the javascript syntax. That was exactly how I learnt to made my first script. But if you want java reference (for example Math class functions and constants) I recommend this site.
It focuses at webpage making, but I think it is really helpful and easy to understand.
you can consider changing all bridges in ctf to fence bridges.
BTW do you think blockoptionseditor is cheating tool?to everyone who plays in CTF server: pls don't kill people who are newly (re)spawned
I am recently making an Android app called MCPE Integrated Tools. One of its functions is making a ModPE Script in a very user-friendly minecraft mod developing environment(MCMDE)!
Although it won't be available in a short time, I would like to collect various item names of different items/names. You know how difficult it is to make an AI understand you...
When a user types in any of the following, the app searches the item id in this list.
The following is the names I thought of.
If you would like to submit a name, please add in the replies.
Format:
#
#@Copyright (C) 2013-2014 PEMapModder
#
#Anyone may use this text file for any purposes as long as they give credit to the people who contributed to this list on minecraftforum.net
#
#A list of MCPE item names (official and unofficial) of different languages. Thanks to the members on minecraftforum.net
0,0:0,air,empty
1,1:0,stone,smooth stone
2,2:0,grass
3,3:0,dirt
4,4:0,cobble,cobblestone
5,5:0,wooden planks,wood planks,planks,oak wood planks,oak wooden planks,oak planks,default planks;5:1,spruce planks,spruce wooden planks;5:2;5:3
(list to be continued)
You can also refer to this page as a data value list.
Any other MCPE-corresponding-app developers are welcome to use this list.
public final static String[][][] getNames(Activity a){
String[][][] ret={};
try{
String c=readFile(a.getAssets().open("names.txt"));
String[] itemsRaw=c.split("\n");
String[] items={};
for(int i=0;i<itemsRaw.length;i++){
if(itemsRaw[i].charAt(0)=='#')continue;
items[items.length]=itemsRaw[i];
}
String[][] itemDamages={};
for(int i=0;i<items.length;i++){
itemDamages[i]=items[i].split(";");
}
for(int id=0;id<itemDamages.length;id++){
for(int damage=0;damage<itemDamages[id].length;damage++){
ret[id][damage]=itemDamages[id][damage].split(",");
}
}
}catch(Throwable e){
if(e.getClass()==IndexOutOfBoundsException.class){
Toast.makeText(a, "While trying to get name of an item, an offset outofbouds error occured", Toast.LENGTH_LONG).show();
Log.e("pemapmodder.utils.Utils.getNames()", "IndexOutOfBoundsException");
}
Log.e("pemapmodder.utils.Utils.getNames()", e.toString());
return null;
}
return ret;
}
Name: Majestic Butter Pick Enchantments Lines: 45 Description: as the name tells
Only fortune by using dirt on chest presently
This is custom experience level system. The MCPC system is too complicated. Different from others: you need to collect enchantment points! Code:
function newLevel(){
if(readData("getFortuneLevel")==null/*or whatever returned when undefined*/){
saveData("getFortuneLevel",0);//hope accept int
}
if(readData("xp")==null)saveData("xp",0);
if(readData("nethered")==null)saveData("xp",0);
//DONTDO function toggle(a){if(readData(a)=="true"){saveData(a, "false");}else{saveData(a, "true");}}//hope this thing is useless
}
function useItem(x,y,z,i,B){
if(b==247){
aE(6);
saveData("nethered",1);}
else if(b==54&&i==3){
if(readData("xp"<100))return;
preventDefault();
saveData("getFortuneLevel",readData("getFortuneLevel")+1);
saveData("xp",readData("xp")-100);
}
}
function destroyBlock(x,y,z,s){
if(getCarriedItem!=285)return;
addItemInventory(getTile(x,y,z),readData("getFortuneLevel")*Math.random()-1,getData(x,y,z));
}
function aE(B){
saveData("xp",readData("xp")+B);//Connor4898 said accept any data but parameters can only be string?
}
function deathHook(a,v){
var vT=Entity.getEntityTypeId(v);
if(Math.abs(Entity.getX(v)-Player.getX())+Math.abs(Entity.getZ(v)-Player.getZ())<322)return;//Even in MCPC you won't be able to get XP from that far. Can be changed when there is getTime().
switch(vT){
case 32:aE(3);break;
case 33:aE(5);break;
case 34:ae(4);break;
case 35:aE(4);break;
case 36:aE(6);break;
case 10:aE(1);break;
default:aE(2);
}
}
function modTick(){
playerTime++;//what did I want to use this for?
}
function leaveGame(){
;
}//forgot what I wanted to add lol
not debugged.
Download: null. Well if you really want download press "reload". (Doesn't BlockLauncher import from ClipBoard too?)
Name: Mobs of Mobs Lines: 33 Description: Spawns a mob of mobs according to the difficulty level every time a mob spawns. The difficulty level doesn't read the default in the settings. It is defined by /diff <int 0-5> in command. Default is 0. ORIGINAL IDEA! Code:
function newLevel(){
if(readData("noctDiff")==""/*or whatever returned if undefined*/){
saveData("noctDiff","0");
}
}
function entityAddedHook(e){
if(!(32<=Entity.getEntityTypeId(e)<=36))return;
var coor1=Entity.getX(e);
var coor2=Entity.getY(e);
var coor3=Entity.getZ(e);
var a=readData("noctDiff");
if(a=="1"){
var no=1;
}else if(a=="2"){
var no=2;
}else if(a=="3"){
var no=3;
}else if(a=="4"){
var no=4;
}else if(a=="5"){
var no=5;
}else var no=0;
while(no>0){
Entity.spawnMob(coor1,coor2,coor3,Entity.getEntityTypeId(e));
no--;
}
}
function procCmd(c){
if(c.split(" ")[0]!="/diff")return;
if(c.split(" ").length<2)printInvPar();return;
var p = c.split(" ")[1];
if(p!="0"&&p!="1"&&p!="2"&&p!="3"&&p!="4"&&p!="5"){
printInvPar();return;
}else saveData("noctDiff",p);
}
function printInvPar(){
print("Invalid parameters! Type /diff <int 0-5>");
}
Debugged in Eclipse JavaScript plugin.
Download: null. Well if you really want download press refresh/reload. (Doesn't BlockLauncher import from ClipBoard too?)
Name: Breeding Description: tap wheat/seed/melon slices on farm animals and send them to love mode Change log: Initial release Upcoming: love mode animations Lines: barely shinked into 48 lines from 63 lines without the first line (comment). If all comments are deleted, some lines are unreasonably long some might think, but met your written instructions <150 chars. Code:
/*this script is more "reasonable" if the comments are not counted*/
var lovemodeChickenList,lovemodeCowList,lovemodePigList,lovemodeSheepList;
function attackHook(a,v){var target=Entity.getEntityTypeId(v);if(Entity.getAnimalAge(v)!=0)clientMessage("only an adult can breed");return;
if(getCarriedItem()==296/*wheat*/){
if(target==11/*cow*/)preventDefault();lovemodeCowList[lovemodeCowList.length]=v;addItemInventory(296,-1);
if(target==13/*sheep*/)preventDefault();lovemodeSheepList[lovemodeSheepList.length]=v;addItemInventory(296,-1);}
if(getCarriedItem()==295/*seed wheat*/&&target==10/*chicken*/){
preventDefault();lovemodeChickenList[lovemodeChickenList.length]=v;addItemInventory(295,-1);}
if(getCarriedItem()==360/*melon sub carrots*/&&target==12/*pigs*/){
preventDefault();lovemodePigList[lovemodePigList.length]=v;addItemInventory(360,-1);}}
function modTick(){rndTime++;//to avoid lagging because of the massive for loop. I think checking it every 5 seconds is the best. (there won't be a lot lovers, right?)
if(rndTime%(20*(lovemodeChickenList.length))==0)testChickenLove();if(rndTime%(20*(lovemodeCowlist.length))==0)testCowLove();
if(rndTime%(20*(lovemodePiglist.length))==0)testPigLove();if(rndTime%(20*(lovemodeSheeplist.length))==0)testSheepLove();}
function testChickenLove(){var chickenLovers=lovemodeChickenList.length;var j,k;
for(j=0;j<chickenLovers;j++){for(k=j+1;k<chickenLovers;k++){
var jX=Entity.getX(lovemodeChickenList[j]),jY=Entity.getY(lovemodeChickenList[j]),jZ=Entity.getZ(lovemodeChickenList[j]);
var kX=Entity.getX(lovemodeChickenList[k]),jY=Entity.getY(lovemodeChickenList[k]),jZ=Entity.getZ(lovemodeChickenList[k]);
var xDist=Math.abs(jX-kX),yDist=Math.abs(jY-kY),zDist=Math.abs(jZ-kZ);
if(xDist+yDist+zDist<=15){setPosition(lovemodeChickenList[j],Math.min(jX,kX),Math.min(jY,kY),Math.min(jZ,kZ));
setPosition(lovemodeChickenList[k],Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2);
Entity.spawnMob(Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2,10);
Entity.setAnimalAge(lovemodeChickenList[j],-24000);Entity.setAnimalAge(lovemodeChickenList[k],-24000);}}}}
function testCowLove(){var cowLovers=lovemodeCowList.length;var j,k;
for(j=0;j<cowLovers;j++){for(k=j+1;k<cowLovers;k++){
var jX=Entity.getX(lovemodeCowList[j]),jY=Entity.getY(lovemodeCowList[j]),jZ=Entity.getZ(lovemodeCowList[j]);
var kX=Entity.getX(lovemodeCowList[k]),jY=Entity.getY(lovemodeCowList[k]),jZ=Entity.getZ(lovemodeCowList[k]);
var xDist=Math.abs(jX-kX),yDist=Math.abs(jY-kY),zDist=Math.abs(jZ-kZ);
if(xDist+yDist+zDist<=15){setPosition(lovemodeCowList[j],Math.min(jX,kX),Math.min(jY,kY),Math.min(jZ,kZ));
setPosition(lovemodeCowList[k],Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2);
Entity.spawnMob(Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2,10);
Entity.setAnimalAge(lovemodeCowList[j],-24000);Entity.setAnimalAge(lovemodeCowList[k],-24000);}}}}
function testPigLove(){var pigLovers=lovemodePigList.length;var j,k;
for(j=0;j<pigLovers;j++){for(k=j+1;k<pigLovers;k++){
var jX=Entity.getX(lovemodePigList[j]),jY=Entity.getY(lovemodePigList[j]),jZ=Entity.getZ(lovemodePigList[j]);
var kX=Entity.getX(lovemodePigList[k]),jY=Entity.getY(lovemodePigList[k]),jZ=Entity.getZ(lovemodePigList[k]);
var xDist=Math.abs(jX-kX),yDist=Math.abs(jY-kY),zDist=Math.abs(jZ-kZ);
if(xDist+yDist+zDist<=15){setPosition(lovemodePigList[j],Math.min(jX,kX),Math.min(jY,kY),Math.min(jZ,kZ));
setPosition(lovemodePigList[k],Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2);
Entity.spawnMob(Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2,10);
Entity.setAnimalAge(lovemodePigList[j],-24000);Entity.setAnimalAge(lovemodePigList[k],-24000);}}}}
function testSheepLove(){var pigLovers=lovemodePigList.length;var j,k;
for(j=0;j<sheepLovers;j++){for(k=j+1;k<sheepLovers;k++){
var jX=Entity.getX(lovemodeSheepList[j]),jY=Entity.getY(lovemodeSheepList[j]),jZ=Entity.getZ(lovemodeSheepList[j]);
var kX=Entity.getX(lovemodeSheepList[k]),jY=Entity.getY(lovemodeSheepList[k]),jZ=Entity.getZ(lovemodeSheepList[k]);
var xDist=Math.abs(jX-kX),yDist=Math.abs(jY-kY),zDist=Math.abs(jZ-kZ);
if(xDist+yDist+zDist<=15){setPosition(lovemodeSheepList[j],Math.min(jX,kX),Math.min(jY,kY),Math.min(jZ,kZ));
setPosition(lovemodeSheepList[k],Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2);
Entity.spawnMob(Math.min(jX,kX)+xDist/2,Math.min(jY,kY)+yDist/2,Math.min(jZ,kZ)+zDist/2,10);
Entity.setAnimalAge(lovemodeSheepList[j],-24000);Entity.setAnimalAge(lovemodeSheepList[k],-24000);}}}}
Download: Press reload/refresh if you really need download.
Name: Wither Description: As named, totally written on a phone (terrible) Lines: Half ready but already 100. But you see part of it and you will understand:
l++;
}
l=-1;
k++;
}
k=-1;
j++;
}
j=-1;
}
obviously they can be all in one line.
Changelog: Pre-release Code:
//Still making. A block wither is much easier than magic carpet because of its destructive nature.
Thanks! Ever since the set texture functions came out they were listed as taking a URL (until recently) and I couldn't make my mod but if you do I can! And also what about adding a parameter into setItem to set a custom texture but as a individual file not a sprite file?
I can do this if enough people yell at me about it.
It is possible if one has enough knowledge about PNG syntax. This is just a reverse of how MCPC 1.4 Texture Packs are "unstitched" to Resource Packs. But then it would be so excellent you have to make another individual app like BlockOptionsEdit. (paid?)
I remember somewhere on youtube I saw an iOS app called Texture Pack Maker or something, right? And this is also part of function of MCreator, a User-friendly Mod Development Environment for MCPC.
Also, not everyone has a online cloud database with direct link. You can make a function to pack ModPE Scripts into ZIPs (or something like that) and self-extract the images. (to set mob skin and terrain or item texture) (Because people might want to share their scripts along with their maps, and the URL will be not stable)
P.S. This is just an idea not a request.
You can use modTick() to do it steadily. I will give an example later.
This is an example of world editing of displacing all stone (id1). It detects 20 blocks per second (too slow? change c++; into var c=c+10;)
if(/*your conditions here to enable*/){
static var enabled=true; //is there such thing called [b]static[/b] in js? If not, what about store data at a specific block (0,0,0)?
}
/*******************************************/
function modTick(){
if(enabled)testPerBlock(1); //I used another function to ensure local variables are not duplicated. But is this true in js?
//1 is the block (stone) to change
}
function testPerBlock(blockToTest){
if(!(0<=a<=255)){ //if not initialized
var a=0; //temp x coor;
var b=0; //temp y coor;
var c=0; //temp z coor;
}else{
a++;
b++;
c++;
}
if(c==256){
var c=0; //is this wrong?
b++;
}
if(b==128){
a++;
b==0;
}
var blockId=getTile(a,b,c);
if(blockId==blockToTest){
actionToDo(a,b,c);
}
}
function actionToDo(x,y,z){
//your code here
//example code:
setTile(x,y,z,0);
}
I didn't test it. Someone please help me debug it, as I am 99% sure there is a bug somewhere.
Not very useful really if one installed BlockLauncher and knows about the function Insert Text.
Mainly useful when one is using Android 4.3 and wants to type Unicode (to slow down the loading spped?)
Would be more useful for editting the assets/lang/en_US.lang file. (500 ISE why doesn't BlockLauncher load lang file in texture pack by PocketTool?)
P.S. I made something like this earlier by this script: https://sites.google...moddersite/home. The main purpose was to make a .PROPERTIES editor.
(I would have used a spoiler or by github if I knew how to)
0
0
0
0
Sorry typed the email wrong its 1970 not 1907
0
Seems that all of us have forgotten the fact that there is this (aged?) thing in BlockLauncher called
ADDONS.
However so far there is only one developer I know who had made some, and he is called
500 Internal Server Error.
My purporse in saying this is to remind that few people know how to make addons. (Yes I visited your github MCPELauncher-addons repo I know the answer is to use Android NDK and libminecraftpe.so) I don't know assembly language so I can't test, but I am thinking about an addon that uses assets images and sounds.
HOWEVER I believe the number of people capable to learn and write and publish ADDONS successfully is <10% that of ModPE Script.
If you kindly remember what Treebl wrote in the topic in ModPE v1.0 alpha release, it said ModPE is for those "with littleno coding experience". Obviously addons aren't so.
If people yell at me for proposing rubbish ideas I would delete this post, but as I mentioned before, ModPE is in a trend to becoming something like APK or EXE (self-extraction), or like texture packs (modding packs?). Obviously anybody with the most basic knowledge about javascript would know that inserting multimedia into a javascript is impossible (yes if you make a javascript-based PNG reader but no one is stupid (not really, I would if I only know JS) enough to do so). If one is to use multimedia (like terrain.png, sound tracks, etc.) for ModPE Scripts, a self-extraction is most ideal for such an action to avoid invalid URLs.
In fact what I want to say is that TEXTURE PACKS, ADDONS and MODPE can be combined to make a self-extraction mod. In my mind, texture pack patching is a kind of modding, only that Mojang officially approves it. It can contain multiple texture packs, addons and ModPE Script and whatever. The mod contains an onRun script to control setTexturePack(dirname), un/patchAddon/ModPE(pathname), and switchToMap(name). This isn't very difficult, just changing a bit on your settings class. This is neither an idea requesting too much I think. I bet if you do this thing it won't even be more than the work you did to update for MCPE alpha 0.7.0. I really don't think this is a spamming comment.
If this is done, it is really a great change to the whole MCPE modding. The pratical use for the above is most significant when one makes a challenge map. He (or she) no longer has to ask the user to install this map, install that texture pack, download this introduction textfile, import that ModPE Script, blah blah. What the user does is just to import the integrated mod. This thing can even be done solely by a third-party program (not BlockLauncher nor MCPE, but like PocketInvEditor). (I found that I sound like advertising a function more than proposing one) It sounds like a lot to do, but it is just part of what I am doing to the app I'm developing.
Of course if a map maker has the time to do he would just make an APK and tell the user "you launch it and hurray now choose the first map by BlockLauncher and play everything is installed" but doing such thing in BlockLauncher would make things a lot better, because this is what PocketTool and BlockLauncher are originally designed for. (Or else the mod/texture pack/map makers could tell the downloader to extract the apk and delete assets and libminecraftpe.so and put my mods and texture files in)
0
If you think so, see what happens here:
When called: (yeah I type them myself)
0
It focuses at webpage making, but I think it is really helpful and easy to understand.
0
BTW do you think blockoptionseditor is cheating tool?to everyone who plays in CTF server: pls don't kill people who are newly (re)spawned
0
Although it won't be available in a short time, I would like to collect various item names of different items/names. You know how difficult it is to make an AI understand you...
When a user types in any of the following, the app searches the item id in this list.
The following is the names I thought of.
If you would like to submit a name, please add in the replies.
Format:
Item id: 14
Item damage: ?
Item name: creeper-face sandstone
Item id: 24
Item damage: 1
(You can refer to http://minecraft.gam...Pocket_Edition))
You can also refer to this page as a data value list.
Any other MCPE-corresponding-app developers are welcome to use this list.
P.S. If you know about coding, please tell me whether unicode double-bytes for this code would work. Thanks!
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Lines: 45
Description: as the name tells
Only fortune by using dirt on chest presently
This is custom experience level system. The MCPC system is too complicated.
Different from others: you need to collect enchantment points!
Code:
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Name: Mobs of Mobs
Lines: 33
Description: Spawns a mob of mobs according to the difficulty level every time a mob spawns. The difficulty level doesn't read the default in the settings. It is defined by /diff <int 0-5> in command. Default is 0.
ORIGINAL IDEA!
Code:
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Package: MCPCfx-port-to-MCPE-by-ModPE-Scripts
Name: Breeding
Description: tap wheat/seed/melon slices on farm animals and send them to love mode
Change log: Initial release
Upcoming: love mode animations
Lines: barely shinked into 48 lines from 63 lines without the first line (comment). If all comments are deleted, some lines are unreasonably long some might think, but met your written instructions <150 chars.
Code:
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Name: Wither
Description: As named, totally written on a phone (terrible)
Lines: Half ready but already 100. But you see part of it and you will understand:
Changelog: Pre-release
Code:
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Example:
If you fix, it would surely help a lot of new developers of ModPE (who don't know a lot about programming) with ModPE Script developing.
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The function name is not .
First a function would not work with a name with space.
Second this function is never called, so no error message.
Third it is "if" not "If"
In mathematics you are correct (I am not sure if there are bugs) but if I were you I would have added brackets in front of and behind .
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It is possible if one has enough knowledge about PNG syntax. This is just a reverse of how MCPC 1.4 Texture Packs are "unstitched" to Resource Packs. But then it would be so excellent you have to make another individual app like BlockOptionsEdit. (paid?)
I remember somewhere on youtube I saw an iOS app called Texture Pack Maker or something, right? And this is also part of function of MCreator, a User-friendly Mod Development Environment for MCPC.
Also, not everyone has a online cloud database with direct link. You can make a function to pack ModPE Scripts into ZIPs (or something like that) and self-extract the images. (to set mob skin and terrain or item texture) (Because people might want to share their scripts along with their maps, and the URL will be not stable)
P.S. This is just an idea not a request.
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This is an example of world editing of displacing all stone (id1). It detects 20 blocks per second (too slow? change c++; into var c=c+10;)
I didn't test it. Someone please help me debug it, as I am 99% sure there is a bug somewhere.
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Mainly useful when one is using Android 4.3 and wants to type Unicode (to slow down the loading spped?)
Would be more useful for editting the assets/lang/en_US.lang file. (500 ISE why doesn't BlockLauncher load lang file in texture pack by PocketTool?)
P.S. I made something like this earlier by this script: https://sites.google...moddersite/home. The main purpose was to make a .PROPERTIES editor.
(I would have used a spoiler or by github if I knew how to)