• 1

    posted a message on Custom Keyboard Mod [IM BACK BABY] [WIP] [50% DONE] [Apologies..]
    Thx for your feedback! I will add that theme soon!
    Posted in: MCPE: WIP Mods / Tools
  • 1

    posted a message on Custom Keyboard Mod [IM BACK BABY] [WIP] [50% DONE] [Apologies..]
    IM BACK BABY!
    Hi guys its me DDM here and yes I'm back! If you don't know me I'm a decent modder who retired 4 months ago! Anyways this is not were going to discuss about! Today I bring you MCPE CUSTOM KEYBOARDS MOD!
    Yes it looks pointless and boring but look at this!
    Isn't it AWESOME! You have to admit is awesome.
    Thats only the beginning! You can suggest in the comment down below what kind of theme you want it to be and I'll try to pick most of it!
    Its Work In Progress!
    Warning
    When the mod comes out it will be themed black and white. If you want more themes you need to comment down below
    Ok so get out of here if you don't want to see:
    Copyright:
    Darkdiamondminer Script © GNC copyright
    Copyright ©

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.


    Apologies:
    I'm so sorry I just went AFK suddenly guys :( Im SO SORRY I will be making mods once in 2 months? Or so. I just want you guys to except my apologies
    ~Best wishes DDM

    Posted in: MCPE: WIP Mods / Tools
  • 2

    posted a message on Crash Mod
    Sorry to rain on your topic but.. First of all this mod doesn't have a purpose. Secondly it wont work. ModPE.leaveGame() then clientMessage? Instead of clientMessage try using print() instead ;)
    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on How to make a mob fire resistant
    Quote from NukeDuck

    If any mob has a block above it anywhere in the column, it won't start burning. However, I think the best way to do this would be to put a piston extension block (block 34?) on the mob's helmet slot, so it's wearing a hat, but you shouldn't be able to see it.

    Are you a PC player? Because piston extension blocks are not available in MCPE :)Try putting invisible bedrock in the top of the mobs head. ID: 146
    Posted in: MCPE: Mod / Tool Help & Requests
  • 1

    posted a message on M.E.G.A Modpack! [SUGGESTIONS NEEDED] [STILL RECRUITING TEXTURER] [SCREENSHOTS!]
    HI guys this is team M.E.G.A here, brining you our first project M.E.G.A Mod Pack. M.E.G.A is a unique mod pack that adds a lot of new features into MCPE. It uses GUI and custom models.

    Here are some details:

    Features:
    Meteorite: METEORS!! (Has their own custom model)
    Ore+: More ores = More Items (jetpacks, weapons etc.)
    Mo' mobs: Naturally spawning new mobs!

    Progress:
    Meteorite: 99% (Need texture)
    Ore+: 50% (Need to work on more items, Need texture!)
    Mo' mobs: 0% (Brainstorming ideas)

    Screenshots:



    Etc Info:
    I just want to thank my teammates for working as hard as they can and doing a brilliant job.
    Big shoutout too:
    Cactigod, Minecrave, BeATz_UnKNoWn, Darth377, Questionar, and me
    We still need textures!! Its urgent and we need more features. So please if your good at doing textures or if you have a idea please tell us below ↓↓↓
    Posted in: MCPE: WIP Mods / Tools
  • 1

    posted a message on Custom Mob Model Tutorial! With Example!
    Looks like I missed this while I was gone. As Temena said
    Quote from Temena

    The whole thing XD.
    Not what you put, just the API in general. But, before I knew Javascript I would look at it and say "what the heck is this" and now it's second nature. I will get used to the API but it might take a while. This will make it *that* much easier.
    I agree. This thing is very confusing to me. +1 for letting me know whats new :D
    Posted in: MCPE: Mod / Tool Discussion
  • 1

    posted a message on [0.8.1]Time Control Mod
    Quote from arjay_07


    You can use the code :)


    Sorry. I copied and pasted the dropbox link over the adfly link and it didn't override the link. Fixed it and it shouldn't crash. It works perfectly.

    Thx
    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on ModPE Scripting [ Require Scripters/Modders ] - [ Apply Now ]
    If you really wan't people to code for you, you have to pay them 2$ a day. Jk. If you really wan't people to code for you, you should learn modding yourself. Than make a modding group. Its not really "Modding for you" but its working together. If you really wan't us to code for you make a modding group. (If you want me to code for you pay me >:) Jk just PM me.

    Also if you were another person reading this you wasted 1 minute.
    Posted in: MCPE: Mod / Tool Help & Requests
  • 1

    posted a message on What is wrong with my mod?
    Quote from Ringowhs

    ModPE.setItem(305, "blaze_rod", 0, "BOOMSTICK");
    ModPE.setItem(405, "blaze_rod", 0, "Insta Tool");
    function useItem(x,y,z,itemId,blockId,side){
    if(itemId==405){
    clientMessage("[MP] You Have Used The InstaTool");
    setTile(x,y,z,0);
    }
    if(itemId==305){
    clientMessage("[MP] BOOM");
    setTile(x,y+3,z,66);
    }
    }
    
    function procCmd(cmd){
    var cmd = cmd.split(" ");
    switch(cmd[0]) {
    case 'heal':{
    Player.setHealth(20);
    clientMessage("[MP] You Have Been Healed");
    }
    case 'kill':
    {
    Player.setHealth(0);
    clientMessage("[MP] You Have Been Killed!");
    }
    case 'give':
    {
    addItemInventory(parseInt(cmd[1]), parseInt(cmd[2]));
    clientMessage("[MP] There You Go!");
    }
    }



    You guys are really goofing out here:
    ModPE.setItem(305, "blaze_rod", 0, "BOOMSTICK");
    ModPE.setItem(405, "blaze_rod", 0, "Insta Tool");
    function useItem(x,y,z,itemId,blockId,side){
    if(itemId==405){
    clientMessage("[MP] You Have Used The InstaTool");
    setTile(x,y,z,0);
    }
    if(itemId==305){
    clientMessage("[MP] BOOM");
    Level.spawnMob(x,y+3,z,66); //66 is a primed tnt its not a block but a entity.
    }
    }
    
    function procCmd(cmd){
    var cmd = cmd.split(" ");
    switch(cmd[0]) {
    case "heal": //Don't put opening curly brackets after case
    Player.setHealth(20);
    clientMessage("[MP] You Have Been Healed");
    break; //don't put closing curly brackets to close a case, use break instead
    case "kill":
    Player.setHealth(0);
    clientMessage("[MP] You Have Been Killed!");
    break;
    case "give":
    addItemInventory(parseInt(cmd[1]), parseInt(cmd[2]));
    clientMessage("[MP] There You Go!");
    break;
    }
    Posted in: MCPE: Mod / Tool Help & Requests
  • 1

    posted a message on help needed!
    There are three basic Hooks in ModPE:
    function useItem(x, y, z, itemId, blockId, side){
    
    }

    useItem is a hook that is used if you want a certain event happen when you tap a block or use a item.

    function attackHook(attacker, victim){
    
    }

    AttackHook is a hook that is used if you want a certain event to happen when you hit a mob.

    function modTick(){
    
    }

    ModTick is a hook that is used if you want a certain event to happen using ticks.

    Examples:
    function useItem(x, y, z, itemId, blockId, side){
       if(itemId == 280){ //if item is a stick
          addItemInventory(264, 64); // add 64 diamonds!
       }
    }


    Example 2:

    function attackHook(attacker, victim){
       if(getCarriedItem() == 280){ //if item is a stick
          setVelY(victim, 10); //Make them fly vertically
       }
    }


    Example 3:
    var tick = 20;
    
    function modTick(){
       tick--; //Countdown
       if(tick == 0){ //If countdown finishes
          setVelY(victim, 4); //Make the player fly vertically
       }
    }


    Complicated example:
    function useItem(x, y, z, itemId, blockId, side){
       var x = x;
       var y = y;
       var z = z;
       towerOfGold();
    }
    function towerOfGold(){
       for(var i = 0; i < 255; i++){
          setTile(x, y+i, z, 41);
       }
    }
    Posted in: MCPE: Mod / Tool Help & Requests
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