Hey guys, I was wondering if anyone would be willing to write me a simple item script.
I want an easy, fill-in-the blank script for new items that do damage (similar to the sword).
I just need a script for new weapons that I can copy/paste with new damage values and item ID's.
Thanks
I need help installing this!How do i do all this?All the Jar files in there..do i have to iclude all of them into .minecraft or go through all of them copying and pasting them into my minecraft.jar?Does the adventure craft install all i have to do?I'm confused...
I need help installing this!How do i do all this?All the Jar files in there..do i have to iclude all of them into .minecraft or go through all of them copying and pasting them into my minecraft.jar?Does the adventure craft install all i have to do?I'm confused...
Extract the adventurecraft folder to the desktop and run the adventurecraft.exe
Click install, or if you don't have a clean minecraft install click install via login to have adventurecraft download the neccasary files.
Adventurecraft runs as a separate game from minecraft, once it is installed use the adventurecraft.exe to run the game.
I recomend you checkout the Wiki for tutorials etc. http://adventurecraft.wikkii.com/wiki/Main_Page
Important: Whenever you want to edit the map press F4 and then press t and type in /mapedit then press enter. You need the have debug mode turned on to place blocks etc. (press F4 to turn on debug mode)
Hey guys, I was wondering if anyone would be willing to write me a simple item script.
I want an easy, fill-in-the blank script for new items that do damage (similar to the sword).
I just need a script for new weapons that I can copy/paste with new damage values and item ID's.
Thanks
OnUpdate Script:
function weaponSwing(weaponSwingDamage)
{
if (hitEntity !=null)
{
currHealth = hitEntity.getHealth();
hitEntity.setHealth(currHealth - weaponSwingDamage);
}
}
@MasterRedXIII @Arsnof: Well, that is not what I meant. I want to have the item to have diffrent icons depending on its state (just like the umbrella: it is closed when not in use and opend while gliding down). Sorry for not expressing myself clearly.
Yay, I finally got un-lazy enough to create an account!
I mostly created an account to get help if I needed it, but I also think that gabriel101x needs a ton of appreciation. He's helping so many people and he doesn't even have to.
So thank you gabriel101x. You've helped me a lot, even indirectly (by answering other people's questions).
How could I create more keys? Like change an existing item to make it like another (take, for example, a purple dye. I change the purple dye into an item called Ice Key). How could I edit that item to work like a key with a specific block?
I'm trying to create more keys/key blocks and I have no idea what to do. I'm not very good at scripting, but I love learning new things about it. Any bit helps.
Ok simply you'll need to learn about store blocks and storage blocks. You will be able to trade dyes for nothing with store block while actually this block opens a door - triggers storage block which remove the wall. That's the simplest key I know...
Oh, OK. I sort of see what you mean. Let me try it out. Thank you! :laugh.gif:
That seems to only relace the icons of ALL the items, but maybe I'm using it the wrong way. Here is the code from the global on update script:
SNIP
By the way: when I got the Item from the pallette it worked, than I gave it one point of damage, still working as expected. But than it did not go back to default. Maybe I have to use
revert.Textures()
?
What you do for each items.png is that you create a new one and just edit the particular item's texture.
I'm not sure why it wouldn't revert. If you use revert.Textures it will revert ALL the textures so that could be a pain if you have other texture replacements.
Are you trying to create an animation for the item?
If so there is a better way to do it:
Yay, I finally got un-lazy enough to create an account!
I mostly created an account to get help if I needed it, but I also think that gabriel101x needs a ton of appreciation. He's helping so many people and he doesn't even have to.
So thank you gabriel101x. You've helped me a lot, even indirectly (by answering other people's questions).
thers a big with the texterpack im makeing mine for myy map and it wont work well i made a stone texture and it dont work fix it ple befor 2012 so i can update my map
I was wondering if texture replacement worked with lang files so I ran a test on a new world without anything important on it. I made a text file in my map's texturereplacement folder saying to switch my lang files. I only edited the store.trade file because that is the one I needed to change. Then I set up an effect block to run the replacement. When I trigger the effect block I get this message:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT ce00d74f --------
Generated 11/17/11 6:47 PM
AdventureCraft r1089 - Minecraft Beta 1.7.3OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_15, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4200 version 2.1.8796, ATI Technologies Inc.
java.lang.NullPointerException
at ji.a(RenderEngine.java:294)
at ji.loadTexture(RenderEngine.java:218)
at ji.b(RenderEngine.java:139)
at ji.replaceTexture(RenderEngine.java:147)
at AC_BlockEffect.replaceTexture(AC_BlockEffect.java:204)
at AC_BlockEffect.replaceTextures(AC_BlockEffect.java:124)
at AC_BlockEffect.onTriggerActivated(AC_BlockEffect.java:84)
at AC_TriggerManager.activateBlocks(AC_TriggerManager.java:161)
at AC_TriggerManager.addArea(AC_TriggerManager.java:37)
at AC_TriggerManager.addArea(AC_TriggerManager.java:18)
at AC_BlockTrigger.a(AC_BlockTrigger.java:165)
at sn.b(Entity.java:538)
at dc.b(EntityPlayerSP.java:36)
at ls.a_(EntityLiving.java:671)
at gs.a_(EntityPlayer.java:998)
at ls.o(EntityLiving.java:900)
at gs.o(EntityPlayer.java:218)
at dc.o(EntityPlayerSP.java:104)
at ls.w_(EntityLiving.java:228)
at gs.w_(EntityPlayer.java:88)
at fd.a(World.java:1820)
at fd.f(World.java:1792)
at fd.g(World.java:1706)
at net.minecraft.client.Minecraft.k(Minecraft.java:1481)
at net.minecraft.client.Minecraft.run(Minecraft.java:515)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6f423a2f ----------
Then whenever I try to go into my map with the effects changed it gives this message:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT ce00d74f --------
Generated 11/17/11 6:58 PM
AdventureCraft r1089 - Minecraft Beta 1.7.3OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_15, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4200 version 2.1.8796, ATI Technologies Inc.
java.lang.NullPointerException
at ji.a(RenderEngine.java:294)
at ji.loadTexture(RenderEngine.java:218)
at ji.b(RenderEngine.java:139)
at ji.replaceTexture(RenderEngine.java:147)
at AC_BlockEffect.replaceTexture(AC_BlockEffect.java:204)
at ei.loadTextureReplacements(WorldInfo.java:537)
at fd.loadMapTextures(World.java:298)
at net.minecraft.client.Minecraft.a(Minecraft.java:1701)
at net.minecraft.client.Minecraft.a(Minecraft.java:1683)
at net.minecraft.client.Minecraft.startWorld(Minecraft.java:1611)
at net.minecraft.client.Minecraft.a(Minecraft.java:1579)
at rq.e(GuiSelectWorld.java:133)
at rq.a(GuiSelectWorld.java:100)
at da.a(GuiScreen.java:73)
at da.f(GuiScreen.java:120)
at da.e(GuiScreen.java:110)
at net.minecraft.client.Minecraft.k(Minecraft.java:1225)
at net.minecraft.client.Minecraft.run(Minecraft.java:515)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a8c5961f ----------
If you can't use effect blocks for lang files is there a custom script or any other way I could do this because it would be very useful in a map I am working on. Thank you.
If this isn't possible does anyone have an alternative? Maybe a script or something?
Quote from Cryect »
No way to swap out the lang file. What are you trying to do?
Pegasus Boots just use the leather boot texture.
Quote from BMan1999 »
Thanks for answering. I have store blocks with NPC's next to them and each NPC has a different "job", so I wanted my store.trade and etc. to be different for each, like having a "Cut (Iron Block) into (Key)" and then having a "Craft (Wooden Blocks) into (Boomerang)" for items that don't have crafting recipes. Is there a way for the "NPC"s to do it themselves, since they can be named?
Sorry for the really long post :sad.gif:
Can anyone help me?
I posted this on page 323, but deleted that one to put it here.
1) They should not only wait to upload it, but learn as much as possible. I've created 2 silly maps before and now I was working 6 months and learned a lot of things. Since my map has been uploaded and I am still making progress I release it whenever it's playable.
2) Not really, I think modeling could help with that, but mainly it's not possible. Though I don't see a problem from having >100 different blocks already. Just see if you don't need one of them and change the texture
Okay, thank you so much again. You're right about the last one, there are plenty of blocks. I've just wanted to try adding blocks for a while. I'll stick to a retexture, though. ^^
im having a bit of trouble running the program. i've already instaled it but when i go to start the game it does absolutely nothing
You didn't try to put the files in your .minecraft folder did you?
Extract the adventurecraft folder to the desktop and run the adventurecraft.exe
Click install, or if you don't have a clean minecraft install click install via login to have adventurecraft download the neccasary files.
Adventurecraft runs as a separate game from minecraft, once it is installed use the adventurecraft.exe to run the game.
I recomend you checkout the Wiki for tutorials etc. http://adventurecraft.wikkii.com/wiki/Main_Page
Important: Whenever you want to edit the map press F4 and then press t and type in /mapedit then press enter. You need the have debug mode turned on to place blocks etc. (press F4 to turn on debug mode)
Hmm, I've been thinking. In a dungeon I'm planning on making, I want to be able to use the harp. Since I'm new to scripting, how could I make a block appear and then soon disappear after a song is played?
It seems like it would be complicated. /sigh
:sad.gif:
I have the example song in music scripts, and so when the song is played it will activate the "blockappear.js", but that's all I've got. I'm completely clueless as to how I would make a block appear for a short while.
Hmm, I've been thinking. In a dungeon I'm planning on making, I want to be able to use the harp. Since I'm new to scripting, how could I make a block appear and then soon disappear after a song is played?
It seems like it would be complicated. /sigh
:sad.gif:
I have the example song in music scripts, and so when the song is played it will activate the "blockappear.js", but that's all I've got. I'm completely clueless as to how I would make a block appear for a short while.
For the blockappear.js replace # with the id of the block to appear and replace ## with the time for the block to appear before it dissapears. Replace blockPosX, blockPosY nad blockPosZ with the block's x,y,z coordinates.
For the blockappear.js replace # with the id of the block to appear and replace ## with the time for the block to appear before it dissapears. Replace blockPosX, blockPosY nad blockPosZ with the block's x,y,z coordinates.
I want an easy, fill-in-the blank script for new items that do damage (similar to the sword).
I just need a script for new weapons that I can copy/paste with new damage values and item ID's.
Thanks
"Don't become a zombie, break the addiction!"Join me!Click this to see how addicted you are and addicts' confessions!
Extract the adventurecraft folder to the desktop and run the adventurecraft.exe
Click install, or if you don't have a clean minecraft install click install via login to have adventurecraft download the neccasary files.
Adventurecraft runs as a separate game from minecraft, once it is installed use the adventurecraft.exe to run the game.
I recomend you checkout the Wiki for tutorials etc. http://adventurecraft.wikkii.com/wiki/Main_Page
Important: Whenever you want to edit the map press F4 and then press t and type in /mapedit then press enter. You need the have debug mode turned on to place blocks etc. (press F4 to turn on debug mode)
Link Removed
OnUpdate Script:
Script for weapon on used:
Replace ## with weapon damage
See tutorial here to make new items:
Use this to replace texture:
For example:
Use the items damage value to determine when to change the texture.
Link Removed
I mostly created an account to get help if I needed it, but I also think that gabriel101x needs a ton of appreciation. He's helping so many people and he doesn't even have to.
So thank you gabriel101x. You've helped me a lot, even indirectly (by answering other people's questions).
How could I create more keys? Like change an existing item to make it like another (take, for example, a purple dye. I change the purple dye into an item called Ice Key). How could I edit that item to work like a key with a specific block?
I'm trying to create more keys/key blocks and I have no idea what to do. I'm not very good at scripting, but I love learning new things about it. Any bit helps.
Oh, OK. I sort of see what you mean. Let me try it out. Thank you! :laugh.gif:
What you do for each items.png is that you create a new one and just edit the particular item's texture.
I'm not sure why it wouldn't revert. If you use revert.Textures it will revert ALL the textures so that could be a pain if you have other texture replacements.
Are you trying to create an animation for the item?
If so there is a better way to do it:
EDIT:
Thank you.
Link Removed
I have another couple of questions:
1) Do most people wait until their map is fully completed before uploading it, or do some release their game a few chapters at a time? I've seen both.
2) Is there a way to make more blocks or am I SOL?
Sorry for the really long post :sad.gif:
Can anyone help me?
I posted this on page 323, but deleted that one to put it here.
No
Okay, thank you so much again. You're right about the last one, there are plenty of blocks. I've just wanted to try adding blocks for a while. I'll stick to a retexture, though. ^^
You didn't try to put the files in your .minecraft folder did you?
Link Removed
It seems like it would be complicated. /sigh
:sad.gif:
I have the example song in music scripts, and so when the song is played it will activate the "blockappear.js", but that's all I've got. I'm completely clueless as to how I would make a block appear for a short while.
For the blockappear.js replace # with the id of the block to appear and replace ## with the time for the block to appear before it dissapears. Replace blockPosX, blockPosY nad blockPosZ with the block's x,y,z coordinates.
Link Removed
Oh, thank you so much! You are so helpful.
+reputation for you (and diamonds, 'cuz I'm a girl and diamonds are pretty)
I found it on the Wiki, and I put it in my global OnUpdate script, and it doesn't work. :sad.gif:
It's supposed to set off the triggers around it when shot at with an arrow. The brick I'm using is a sponge.
var arrowTargetId = 19
for each(var entity in player.getEntitiesWithinRange(40))
{
if(entity.classType == "Arrow")
{
if(entity.isPlayersArrow && entity.inBlockID == arrowTargetId)
{
thisBlock3 = entity.inBlockCoords
world.triggerBlock(thisBlock3.x, thisBlock3.y, thisBlock3.z+1) // North
world.triggerBlock(thisBlock3.x, thisBlock3.y, thisBlock3.z-1) // South
world.triggerBlock(thisBlock3.x+1, thisBlock3.y, thisBlock3.z) // East
world.triggerBlock(thisBlock3.x-1, thisBlock3.y, thisBlock3.z) // West
world.triggerBlock(thisBlock3.x, thisBlock3.y+1, thisBlock3.z) // Up
world.triggerBlock(thisBlock3.x, thisBlock3.y-1, thisBlock3.z) // Down
}
}
}