It would be really cool if you could change what you spawn with. For example, you could have one of Zenith's recall scrolls, or a wooden sword and some torches just in case it's night.
THAT WOULD BE SO COOL.
And you could edit what you spawn with with a .properties file or something. (AKA not ingame)
Some sort of "default package" mod would be nice. I envision it along the lines of a "class select" menu, with "class packages" modifiable by .properties files - FOR EXAMPLE:
Where the number after the colon = item id/block id.
I'm not a coder, but I'm attempting to learn, so if no one does (or can do) this before I do learn (which may be a while), I might take a crack at it, but if it ends up being up to me, don't hold your breath, I don't even have a JDK yet, or a compiler, a friend is working on hooking me up.
Some sort of "default package" mod would be nice. I envision it along the lines of a "class select" menu, with "class packages" modifiable by .properties files - FOR EXAMPLE:
Where the number after the colon = item id/block id.
I'm not a coder, but I'm attempting to learn, so if no one does (or can do) this before I do learn (which may be a while), I might take a crack at it, but if it ends up being up to me, don't hold your breath, I don't even have a JDK yet, or a compiler, a friend is working on hooking me up.
the quickslots values are numbered 0-8, and the armor 100-103 (going up). for future refrence.
ohand great work so far.
You would need an item count as well. ie: How many of that item are in that slot - and possibly also a "damage" value, as to how damaged the item is, although if spawning you would probably always want not damaged items.
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In terms of complexity to implement it wouldn't be too difficult. I have a little spare time tonight I might have a go at it, no promises though - if something else sounds like more fun to do I am doing that instead. lol.
Also, how would you envisage error handling? Like syntax errors in the properties file or things missing altogether?
You would need an item count as well. ie: How many of that item are in that slot - and possibly also a "damage" value, as to how damaged the item is, although if spawning you would probably always want not damaged items.
---
In terms of complexity to implement it wouldn't be too difficult. I have a little spare time tonight I might have a go at it, no promises though - if something else sounds like more fun to do I am doing that instead. lol.
Also, how would you envisage error handling? Like syntax errors in the properties file or things missing altogether?
actually, spawning with like a iron tool halfway would be pretty realistic. Syntax could be ignored (proceed on error) if things are missing, then the mod wont blackscreen, just not work.
You would need an item count as well. ie: How many of that item are in that slot - and possibly also a "damage" value, as to how damaged the item is, although if spawning you would probably always want not damaged items.
---
In terms of complexity to implement it wouldn't be too difficult. I have a little spare time tonight I might have a go at it, no promises though - if something else sounds like more fun to do I am doing that instead. lol.
Also, how would you envisage error handling? Like syntax errors in the properties file or things missing altogether?
actually, spawning with like a iron tool halfway would be pretty realistic. Syntax could be ignored (proceed on error) if things are missing, then the mod wont blackscreen, just not work.
Yes! This exactly. And to prevent 'cheating', default to 0 damage if the damage counter is set to a negative integer, and 1 if the item count is set to 65 or above (or maybe 128 or above, for a bit of leeway).
Sort of:
if int(damage) == =< (-1)
set int(damage) 0
endif
if int(count) => 65
set int(count) 1
endif
or something similar, as appropriate to the language.
Yes! This exactly. And to prevent 'cheating', default to 0 damage if the damage counter is set to a negative integer, and 1 if the item count is set to 65 or above (or maybe 128 or above, for a bit of leeway).
Sort of:
if int(damage) == =< (-1)
set int(damage) 0
endif
if int(count) => 65
set int(count) 1
endif
or something similar, as appropriate to the language.
Good thinking. If the itemcount is set to above 64, it should default to 64, if 0, should default to 1.
Ok I implemented it for those interested I haven't tested it too much so if there are any major problems, let me know.
Instructions - Download the Mod and install it. Create an "inventory.properties" file in your minecraft directory (this is the directory with the options.txt file). Add the default inventory items to the inventory file. Launch minecraft and start a new world
Inventory.properties Format
The file needs to be formatted in the following format -
SLOTNUMBER:ITEMCODE:QUANTITY
SLOTNUMBER corresponds to the inventory slot number, refer to picture below.
ITEMCODE corresponds to the code of the item, refer to picture below.
QUANTITY corresponds to the quantity of the item you want.
An example inventory.properties file could be like the one below -
0:1:64
1:278:1
2:279:1
This properties file would default the user to have 64 stone in slot 0, a diamond pick in slot 1 and a diamond shovel in slot 2.
THAT WOULD BE SO COOL.
And you could edit what you spawn with with a .properties file or something. (AKA not ingame)
*JoAT = Jack of All Trades
----------------
.properties file examples:
Warrior.properties
-quickslot1:267
-quickslot2:261
-quickslot3:320
-inventory1:345
-inventory2:347
-armor1:306
-armor2:307
-armor3:308
-armor4:309
Miner.properties
-quickslot1:257
-quickslot2:256
-quickslot3:275
Builder.properties
-quickslot1:5
-quickslot2:4
-quickslot3:20
-quickslot4:53
-quickslot5:50
Where the number after the colon = item id/block id.
I'm not a coder, but I'm attempting to learn, so if no one does (or can do) this before I do learn (which may be a while), I might take a crack at it, but if it ends up being up to me, don't hold your breath, I don't even have a JDK yet, or a compiler, a friend is working on hooking me up.
http://www.youtube.com/watch?v=AxqQT3UvXkM
the quickslots values are numbered 0-8, and the armor 100-103 (going up). for future refrence.
ohand great work so far.
---
In terms of complexity to implement it wouldn't be too difficult. I have a little spare time tonight I might have a go at it, no promises though - if something else sounds like more fun to do I am doing that instead. lol.
Also, how would you envisage error handling? Like syntax errors in the properties file or things missing altogether?
actually, spawning with like a iron tool halfway would be pretty realistic. Syntax could be ignored (proceed on error) if things are missing, then the mod wont blackscreen, just not work.
Yes! This exactly. And to prevent 'cheating', default to 0 damage if the damage counter is set to a negative integer, and 1 if the item count is set to 65 or above (or maybe 128 or above, for a bit of leeway).
Sort of:
or something similar, as appropriate to the language.
http://www.youtube.com/watch?v=AxqQT3UvXkM
Good thinking. If the itemcount is set to above 64, it should default to 64, if 0, should default to 1.
Instructions -
Download the Mod and install it.
Create an "inventory.properties" file in your minecraft directory (this is the directory with the options.txt file).
Add the default inventory items to the inventory file.
Launch minecraft and start a new world
Inventory.properties Format
The file needs to be formatted in the following format -
SLOTNUMBER:ITEMCODE:QUANTITY
SLOTNUMBER corresponds to the inventory slot number, refer to picture below.
ITEMCODE corresponds to the code of the item, refer to picture below.
QUANTITY corresponds to the quantity of the item you want.
An example inventory.properties file could be like the one below -
0:1:64
1:278:1
2:279:1
This properties file would default the user to have 64 stone in slot 0, a diamond pick in slot 1 and a diamond shovel in slot 2.
Download Mod Here
You can download a "single player command" mod compatible bq.class here.