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    posted a message on Desert Stranded - Mod Help
    Quote from robalb»

    To create an infinite desert world maybe there is some way to port a modified pc world to pe, but i'm not sure. To run a function or anything only the first time a world is loaded you can check with newLevel if a file exist in the current world folder, and if not run the command and create the specific file. I usually use 2 functions to read and save data in mcpe, both uses the android java api, which you can also use to create graphic stuff and show a thirst bar, you can find all the documentations online.

    Here you can find a lot of MODPE tempates, included the function for saving and reading files

    https://github.com/Connor4898/ModPE-Scripts/wiki/ModPE-Script-Templates



    Soooooo how does the read file thing work? I pretty much copy and pasted both of those functions under a newLevel, and then inside the read was an if saying if it read the file, then clientMessage of "working" just so I know. And then it was an else, do the thing and create the file, with a clientMessage of "file made!" And every time, Id get "file made!" So, I am quite confused.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Desert Stranded - Mod Help
    Quote from nevarDeath»

    I don't know about most of that, but did you see this thread for your furnace question? http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-mods-tools/mcpe-mod-tool-help-requests/1988671-custom-ui-tutorial-popup-windows-and-dialogs


    You didn't say much about where that UI should be, but this sounds like it may help.


    It did help, but not in the way I had hoped. I was hoping for a UI pretty much exactly like a furnace, where you put it an item and get a different item out. It will help for an acheivement book of some sort! I was just going to use clientMessage to display the achievements, however this UI would probably be much better! So thanks!! I figure for the furnace issue, I'll just do useItem.
    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Desert Stranded - Mod Help

    I'm making a mod that forces you to survive in a desert with minimal resources. I would like to make the world all sand, but infinite world. I would be able to make my own map in an old world, however infinite would be awesome. So I know theres function newLevel, but that's every time the world is loaded. Is there a way to make it only the first time the world is generated? And is there a way to make a UI like a furnace? Any help would be greatly appreciated! Thanks in advance!!


    Edit: Is there a way to make like a thirst bar? I'm looking through all the scripts and functions and nothing catches my eye on how to set it up. I know a way to make it work, like modTick to make it go down and if the thirst variable is 0, itll make u lose health, but idk how to make it go on screen. If there is a way, let me know because that would be awesome!

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    Alright so I imported it to bl, and...


    java.util.zip.ZipException: Invalid General Purpose Bit Flag: 9
    at java.util.zip.ZipEntry.<init>(ZipEntry.java:367)
    at java.util.zip.ZipFile.readCentralDir(ZipFile.java:414)
    at java.util.zip.ZipFile.<init>(ZipFile.java:151)
    at java.util.zip.ZipFile.<init>(ZipFile.java:115)
    at net.zhuoweizhang.mcpelauncher.ZipTexturePack.<init>(ZipTexturePack.java:20)
    at net.zhuoweizhang.mcpelauncher.texture.TexturePackLoader.loadTexturePack(TexturePackLoader.java:107)
    at net.zhuoweizhang.mcpelauncher.texture.TexturePackLoader.loadTexturePacks(TexturePackLoader.java:57)
    at com.mojang.minecraftpe.MainActivity.loadTexturePack(MainActivity.java:1783)
    at com.mojang.minecraftpe.MainActivity.onCreate(MainActivity.java:328)
    at net.zhuoweizhang.mcpelauncher.pro.LauncherProActivity.onCreate(LauncherProActivity.java:38)
    at android.app.Activity.performCreate(Activity.java:5458)
    at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1093)
    at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2377)
    at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2471)
    at android.app.ActivityThread.access$900(ActivityThread.java:175)
    at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1308)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:146)
    at android.app.ActivityThread.main(ActivityThread.java:5602)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:515)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1283)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:1099)
    at dalvik.system.NativeStart.main(Native Method)


    that happened. All it is is a folder "tests" that has been compressed into "tests.zip" inside said folder "tests" was another folder "items", and inside folder "items", was "battleaxe_0.png". blocklauncher clearly did not like my texture pack.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Potion Effect with Infinite duration

    Try using

    function modTick(){
    	if(getCarriedItem()==501){
    		Entity.addEffect(getPlayerEnt(), MobEffect.movementSpeed, 40/*2 seconds*/, 2/*sets speed II*/, false, true/*if you dont want bubbles in your screen bc I find that annoying sometimes, say false in this one*/);
    	}
    }
    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    Well I founf out why mods werent working. Mod support was turned off. derp. Anyway, I made myself a battleaxe texture in isopix bc I already had it, and named it battleaxe_0.png, out it in a folder called items, which is in a folder called tests which is in com.mojang resource_pack, but anyway yea. something wrong with that? or does it need to be imported to bl?

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    no error report it just does not work. at all. nothing happens.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    Also another thing that I have no idea why it doesnt work. so i'm making a new mod that doesn't need me to make new textures, and it adds more potions. Well here's what I got before I ended up testing, which is where it all went wrong.

    function newLevel(){
    	clientMessage("§8[BC] §7Brewcraft v§a0.1.0");
    }
    
    ModPE.setFoodItem(3000, "potion_bottle_drinkable", 19, 0, "Brew of Pestilence", 1);
    Item.addCraftRecipe(3000, 1, 0, [373, 1, 19/*thick potion*/, 367, 1, 0/*rotten flesh*/, 111, 1, 0/*lily pad*/, 394, 1, 0/*poisonous potato*/]);

    I have 0 idea why none of it works, not even the newLevel. Unless some if the pariameters changed, idk why it doesnt work.

    And yes I saved the thing as a .js file, but when its imported to BL it just doesnt di anything.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    feel so srupid rught now but how do I make the texture pack? I used to use mercator but now I have no idea how it works anymore. I can't create new textures in UTK.io, so idk how to make the texture now.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    Hold up, so is mercator unusable now? ive been looking on youtube and people are not helpful at all, so how th heck do I do it now ?

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on mod help

    well I have an android and idk if its any different, but in block launcher click the wrench thingy, then go to manage mod pe scripts, and import mods, then scroll through and find the download folder they should all be in there. at least that's how it works with my device.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    ok well let me try real quick. I f I can remember how to texture pack, that is

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    Yes I can do the texture pack, but how do I make the item use that texture? I tried using the original setItem thing, but blocklauncher was all like that texture isnt a valid texture, even setting the texture pack before importing the mod. So unless that changed, idk how to do that.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on mod help
    Quote from lol343»

    Yes you can make a helmet that make a LIGHT BLOCK.


    Make a light block that won't work if your body is in water.



    Alright, I get it, use defineBlock()... and... how do I make it so the block is completely transparent? I don't really want to use a texture pack for it... and if you set the render type to flower, can it still give off light?


    Unless they changed how the transparency worked, I wanted to try making a barrier mod but the transparency didn't quite make it invisible, just slightly transpsrent.

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Unused Textures?

    Yes, I know about that, but I wanted more items... and theres only like 5 unused textures, when before you can use like redstone torch, redstone repeater, iron doors, piston top, cauldron, and then for items like golden carrot glistering melon and now its all gone. So I'm wondering if there's a way that you can create a texture and use that texture instead if retexturing an unused texture.

    Posted in: MCPE: Mod / Tool Help & Requests
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