• 1

    posted a message on [COMPETITION][MINIGAME] Jump Zero

    Me too (Minecraft PE or PC? Can I do it in PC?)

    Posted in: MCPE: Mod / Tool Discussion
  • 2

    posted a message on The most advanced PC Port Mod yet!

    Lel the scr*pt thing was a joke. But great work for a M*dPE scr*pt!

    Posted in: MCPE: WIP Mods / Tools
  • 1

    posted a message on The most advanced PC Port Mod yet!

    Is this an addon? If yes - Wow! Did you really do all that? If no - Piece of sh¿tf¿ck made using F¿ckPE

    Posted in: MCPE: WIP Mods / Tools
  • 4

    posted a message on [WIP] Minecraft Fierce - A new modding API for Minecraft PE (IT'S BACK!)

    Works now, working in modding! :D xD xD :D ;D ;) :o xD xD xD xD

    Posted in: MCPE: WIP Mods / Tools
  • 1

    posted a message on Slender Mod - Slender Man is out there!

    Thanks, I just didnt want to post it and make you angry. By the way this mod is awesome, but slender man isn't really that short, when spawning him you should set it as an Enderman render type. :)

    I'm just wondering why I didn't do that! Definitely coming in v2!
    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on Slender Mod - Slender Man is out there!
    Hi guys. I noted that there is no great Slender mod on PE, so I decided to make one.

    Use the Slender Man spawn egg. It can't be crafted. ID 322.
    This mod is to kill Slender Man, like some games (e.g. Slender's Woods) not to get pages.
    He has 80 health (40 hearts).
    When you're very near him the screen will start shaking. It doesn't apply to his proxies.
    When he dies, four of his proxies will appear. They are exactly like Slender Man, except the screen doesn't shake when you're near them.

    Download:
    https://db.tt/og5OfOVu

    Texture:
    https://db.tt/jtNkNlKP

    Coming soon:
    •Flashlight!
    •Extra: you will be able to slender!
    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on [WIP] The Minedroid Mod - Team Needed!
    All scripts are js. The firmwares are just named with the extension .fw, but they are still regular scripts. But, you need to do

    // Use 'varname : value' if not in a function.
    
    Codename : "Andesite"
    
    start : function() {
    
    var something = "Something";
    
    }


    MAin.js loads external js files.
    Posted in: MCPE: WIP Mods / Tools
  • 1

    posted a message on [MCPE0.10.5!] littleMaidMob Mod V0.4.8!!! - When you restart the game, maid is no longer transformed into villagers!
    I'm EXTREMELY sad now... I've been working on this for a long time... but my version has more features and modes and the model is better, you can even paint the littleMaid's hair and turn her into a ghost using cyan dye! I was about to post it and saw this!! :( :( :'( :( :( :( :( :( :( :( :( :'( :( :( :( :( :( :( :( :( :'( :( :( :( :( :( :( :( :( :'( :( :( :( :( :( :(
    Also, it's littlsMaidMob, not littleMaid Mod
    Posted in: MCPE: Mods / Tools
  • 5

    posted a message on ModPE++
    I had been working on an addition for ModPE called ModPE++, which allows you to make a single mod with more than one file! :D

    Finally it's possible to split a mod in files, so you can keep things organized and separated!

    To do mods with ModPE++, you need to use the ModPE++ IDE. It is still a pre-alpha, but works very well, and has syntax highlighting.

    Screenshots of the IDE:







    Changelog:
    v0.2 alpha:
    Added library support
    You can now export your project as a library
    Removed the Save button
    Added the Theme button to change the app's theme
    You can now use this_function() instead of filename_function() if it is in the same file where the function is declared
    Text field looks better
    Syntax highlighting has a slightly different color
    The code is saved at every tick
    Fixed a ton of bugs so the app looks a lot more stable

    v0.1 alpha:
    Initial release

    Download the IDE:
    https://db.tt/pJSaCViY

    For the first time using it, go to Config, Files and tap on Create File to create your mod's first file.

    IMPORTANT!
    To call any custom function, use filename_function() if it is NOT in the same file where the function is defined. If it is, use this_function() (changed in v0.2)
    Example: function kill in file fight:



    To use a hook, instead of writing 'function', use 'hook'.
    Example: hook useItem:
    [size=14px] hook useItem(x, y, z, itemId, blockId, side) {[/size]
    [size=14px]}[/size]

    Can some people help in dev?
    Posted in: MCPE: Mods / Tools
  • 1

    posted a message on ModPE++
    Working on an update! It will add libraries support, the text field will look better and will allow exporting your project as a library! Libraries will be saved/loaded on /ModPE++/lib/ folder. All .lib files in this folder will be loaded into the IDE and your mods will be compiled with their code plus the libraries' codes, so you can acess functions and vars in them by your mod!
    Posted in: MCPE: Mods / Tools
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