Hey 500ise I have a few questions for you. Is it possible for you to make it so that pocketinveditor pro can regenerate a world, but with caves generated in? Also can you look into changing the name of pocketinveditor? Its become much more than an inventory editor now.
I think there might be a mod out for it (Though I presume you want to do it with a already existing world)
I know there is something called PocketMine, but js is easier to develop and debug than php.
In multiplayer ModPE is partially available, but can you make a special tag in BlockLauncher-hosted servers (I don't know how is a server posted to a local LAN, but I think it is possible to make a comment or tag in iy) and in options let only BlockLauncher devices or ModPE devices log in, and those devices run the script on the server?
I know it is quite difficult, but not as hard as PocketMine-like plugin support. I am asking for auto-running ModPE, not adding multiplayer-support ModPE functions. It is possible and not too hard, right?
Bug report: when use for loop to drain all water in a world, maybe because the water flowing is still running, I can't drain them all and it ends up so strange. Fix it if you like, or don't fix if you think PocketInvEditor pro users would complain that they wasted money for the edit terrain function. (Just a joke, please don't put it in your mind, I didn't buy PocketInvEditor pro)
And to others, please stop complaining. Zhuowei did a great work for ModPE. He did some few-known jobs like shortening the time preloading a world packed with Unicode signs.
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
It is not blocklauncher server - it is the same as in the standard MCPE.
I know but I said ADD A TAG meaning somewhere MCPE vanilla would ignore like // in js or in the server name.
Furthermore, in BlockLauncher 1.4.2 a when-useitem-by-certain-item-then-change-the-block-used-on worked when my friend by vanilla MCPE used that certain item. Perhaps it was because MCPE sends all attackHooks, procCmds and useItems to the server to let it decide what to do? I don't know, but according to my experience on PocketMine bugs this seems to be the answer.
Or to make it a bigger work one can make an option to allow only modded devices find the world (like whitelist)
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
Yes sorry entityRemovedHook is about other entitles. deathHook has parameters about attacker and victim. I will edit my post.
Rollback Post to RevisionRollBack
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
function useItem(targetBlockCoorX, targetBlockCoorY, targetBlockCoorZ, idOfTheCarriedItem, idOfTheBlockClicked, sideOfTheBlockTapped){;}
you could use useItem(x,y,z,i,b,s) for simple; parameter name is like the var name: you decide it
when a block is long-clicked (not sure when is it called, or what affects it; needs testing)
function destroyBlock(targetBlockCoorX, targetBlockCoorY, targetBlockCoorZ, sideOfTheBlockClicked){;}
use getTile(targetBlockCoorX, targetBlockCoorY, targetBlockCoorZ) for target block id;
use getCarriedItem() for id of the carried item;
when the level is generated or when the player enters the world; need testing
[CODE]function newLevel(){;}
when the player quits to title; needs testing whether preventDefault() works
function leaveGame(){;}
when the player taps on a tap-able entitle, including paintings, mobs, players (SMP needs testing), falling sand, falling gravel or primed TNT
function attackHook(thePlayer, tappedEntitle){;}
when something is typed into chat, not necessarily beginning with slash
function procCmd(chat){
var chatArray = chat.split(' ');
//split chat among spaces (' '); you can change this; use chatArray[0] for the first word, chatArray[1] for the second, vice versa. If this is incorrect (i was referring to java), please reply and tell me.
}
calls this every 1/20 seconds; useful for checking whether players are deep below the ground, in the void, or for timer uses, etc. Starts calling when the world starts; need testing for the precise time
function modTick(){
//demonstrate timer function
//call the timer a
a++;//adds a by 1 every 1/20 second
if(a==72000) print("played too long!");//if the player plays for accumulatively 3600 seconds (1 hr) *20=72000, print the toast message "played too long!"
}
called when a mob or the player (?) dies; introduced in the newest beta
function deathHook(murderer, deadMob){;}
not sure what this is; might be when the painting drops, TNT explodes, sand lands or drops as item, mob died, etc.; need testing
function entityRemovedHook(removedEntity){;}
not sure what this is, might be when a painting is placed, TNT is ignited, sand starts dropping, mob spawned, etc.; need testing
function entityAddedHook(addedEntity){;}
I don't know what these two are; need testing
function levelEventHook(eventType,x,y,z,data);
function blockEventHook(xCoor,yCoor,zCoor,type,data);
(source: from github.com)
public static native float nativeGetPlayerLoc(int axis);
public static native int nativeGetPlayerEnt();
public static native long nativeGetLevel();
public static native void nativeSetPosition(int entity, float x, float y, float z);
public static native void nativeSetVel(int ent, float vel, int axis);
public static native void nativeExplode(float x, float y, float z, float radius);
public static native void nativeAddItemInventory(int id, int amount, int damage);
public static native void nativeRideAnimal(int rider, int mount);
public static native int nativeGetCarriedItem(int type);
public static native void nativePreventDefault();
public static native void nativeSetTile(int x, int y, int z, int id, int damage);
public static native int nativeSpawnEntity(float x, float y, float z, int entityType, String skinPath);
public static native void nativeClientMessage(String msg);
//0.2
public static native void nativeSetNightMode(boolean isNight);
public static native int nativeGetTile(int x, int y, int z);
public static native void nativeSetPositionRelative(int entity, float x, float y, float z);
public static native void nativeSetRot(int ent, float yaw, float pitch);
//0.3
public static native float nativeGetYaw(int ent);
public static native float nativeGetPitch(int ent);
//0.4
public static native void nativeSetCarriedItem(int ent, int id, int count, int damage);
//0.5
public static native void nativeOnGraphicsReset();
//0.6
public static native void nativeDefineItem(int itemId, int iconId, String name);
public static native void nativeDefineFoodItem(int itemId, int iconId, int hearts, String name);
//nonstandard
public static native void nativeSetFov(float degrees);
public static native void nativeSetMobSkin(int ent, String str);
public static native float nativeGetEntityLoc(int entity, int axis);
public static native void nativeRemoveEntity(int entityId);
public static native int nativeGetEntityTypeId(int entityId);
public static native void nativeSetAnimalAge(int entityId, int age);
public static native int nativeGetAnimalAge(int entityId);
public static native void nativeSelectLevel(String levelName);
public static native void nativeLeaveGame(boolean saveMultiplayerWorld);
public static native void nativeJoinServer(String serverAddress, int serverPort);
public static native void nativeSetGameSpeed(float ticksPerSecond);
public static native void nativeGetAllEntities();
public static native int nativeGetSelectedSlotId();
public static native int nativeGetMobHealth(int entityId);
public static native void nativeSetMobHealth(int entityId, int halfhearts);
public static native void nativeSetEntityRenderType(int entityId, int renderType);
// MrARM's additions
public static native int nativeGetData(int x, int y, int z);
public static native void nativeHurtTo(int to);
public static native void nativeDestroyBlock(int x, int y, int z);
public static native long nativeGetTime();
public static native void nativeSetTime(long time);
public static native int nativeGetGameType();
public static native void nativeSetGameType(int type);
public static native void nativeSetOnFire(int entity, int howLong);
public static native void nativeSetSpawn(int x, int y, int z);
public static native void nativeAddItemChest(int x, int y, int z, int slot, int id, int damage, int amount);
public static native int nativeGetItemChest(int x, int y, int z, int slot);
public static native int nativeGetItemDataChest(int x, int y, int z, int slot);
public static native int nativeGetItemCountChest(int x, int y, int z, int slot);
public static native void nativeDropItem(float x, float y, float z, float range, int id, int count, int damage);
// KsyMC's additions
public static native void nativePlaySound(float x, float y, float z, String sound, float volume, float pitch);
public static native void nativeClearSlotInventory(int slot);
public static native int nativeGetSlotInventory(int slot, int type);
//InusualZ's additions
public static native void nativeExtinguishFire(int x, int y, int z, int side);
public static native int nativeGetSlotArmor(int slot, int type);
public static native void nativeSetArmorSlot(int slot, int id, int damage);
//setup
public static native void nativeSetupHooks(int versionCode);
public static native void nativeRemoveItemBackground();
Maybe you can link to it on your github respository? Then more people can notice it. (few would visit some webpage so under-linked)
Rollback Post to RevisionRollBack
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
Thanks! Ever since the set texture functions came out they were listed as taking a URL (until recently) and I couldn't make my mod but if you do I can! And also what about adding a parameter into setItem to set a custom texture but as a individual file not a sprite file?
I can do this if enough people yell at me about it.
It is possible if one has enough knowledge about PNG syntax. This is just a reverse of how MCPC 1.4 Texture Packs are "unstitched" to Resource Packs. But then it would be so excellent you have to make another individual app like BlockOptionsEdit. (paid?)
I remember somewhere on youtube I saw an iOS app called Texture Pack Maker or something, right? And this is also part of function of MCreator, a User-friendly Mod Development Environment for MCPC.
Also, not everyone has a online cloud database with direct link. You can make a function to pack ModPE Scripts into ZIPs (or something like that) and self-extract the images. (to set mob skin and terrain or item texture) (Because people might want to share their scripts along with their maps, and the URL will be not stable)
P.S. This is just an idea not a request.
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
I can be found on Freenode IRC channels #pocketmine, #ModPEScripts, #LegendOfMCPE, #pmplugins or #BeaconMine.
I am a PocketMine-MP plugin developer. I hate it when people think that I love stupid admin positions. Being an admin is nothing compared to being a plugin developer.
I am also a main developer of BlockServer, a work-in-progress MCPE server software. You are welcome to download it, but it so far onlly spawns you in the upther (above the world). You can chat, though.
I do not own this server but I just love to put this banner here:
I want to test the Level.playSound() function. I'm assuming that the sound file to be played must be placed in the texture pack. When will 1.4.6 pro be released as only it has support for custom texture packs?
I want to test the Level.playSound() function. I'm assuming that the sound file to be played must be placed in the texture pack. When will 1.4.6 pro be released as only it has support for custom texture packs?
In multiplayer ModPE is partially available, but can you make a special tag in BlockLauncher-hosted servers (I don't know how is a server posted to a local LAN, but I think it is possible to make a comment or tag in iy) and in options let only BlockLauncher devices or ModPE devices log in, and those devices run the script on the server?
I know it is quite difficult, but not as hard as PocketMine-like plugin support. I am asking for auto-running ModPE, not adding multiplayer-support ModPE functions. It is possible and not too hard, right?
Bug report: when use for loop to drain all water in a world, maybe because the water flowing is still running, I can't drain them all and it ends up so strange. Fix it if you like, or don't fix if you think PocketInvEditor pro users would complain that they wasted money for the edit terrain function. (Just a joke, please don't put it in your mind, I didn't buy PocketInvEditor pro)
And to others, please stop complaining. Zhuowei did a great work for ModPE. He did some few-known jobs like shortening the time preloading a world packed with Unicode signs.
I know but I said ADD A TAG meaning somewhere MCPE vanilla would ignore like // in js or in the server name.
Furthermore, in BlockLauncher 1.4.2 a when-useitem-by-certain-item-then-change-the-block-used-on worked when my friend by vanilla MCPE used that certain item. Perhaps it was because MCPE sends all attackHooks, procCmds and useItems to the server to let it decide what to do? I don't know, but according to my experience on PocketMine bugs this seems to be the answer.
Or to make it a bigger work one can make an option to allow only modded devices find the world (like whitelist)
https://github.com/zhuowei/MCPELauncher/blob/master/src/net/zhuoweizhang/mcpelauncher/ScriptManager.java
From github:Summary: useItem, destroyBlock, newLevel, leaveGame, attackHook, modTick, procCmd, deathHook, entityRemovedHook, entityAddedHook, levelEventHook, blockEventHook
Yes sorry entityRemovedHook is about other entitles. deathHook has parameters about attacker and victim. I will edit my post.
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Curse PremiumMind moving this to the semi-official Wiki at https://github.com/Connor4898/ModPE-Scripts/wiki/ModPE-Scripts-Functions-List ?
Maybe you can link to it on your github respository? Then more people can notice it. (few would visit some webpage so under-linked)
It is possible if one has enough knowledge about PNG syntax. This is just a reverse of how MCPC 1.4 Texture Packs are "unstitched" to Resource Packs. But then it would be so excellent you have to make another individual app like BlockOptionsEdit. (paid?)
I remember somewhere on youtube I saw an iOS app called Texture Pack Maker or something, right? And this is also part of function of MCreator, a User-friendly Mod Development Environment for MCPC.
Also, not everyone has a online cloud database with direct link. You can make a function to pack ModPE Scripts into ZIPs (or something like that) and self-extract the images. (to set mob skin and terrain or item texture) (Because people might want to share their scripts along with their maps, and the URL will be not stable)
P.S. This is just an idea not a request.
function destroy block(x, y, z, blockId, itemId) { If (blockId==73&&itemId==257||itemId==257&&blockId==74) { Level.dropItem(x, y, z, 1, 1, 1); } }No error just doesn't drops. Only drops if there is no if statement.
The function name is not .
First a function would not work with a name with space.
Second this function is never called, so no error message.
Third it is "if" not "If"
In mathematics you are correct (I am not sure if there are bugs) but if I were you I would have added brackets in front of and behind .
Example:
function useItem(x,y,z,i,b,s){ var a=getYaw(); var c=getPitch(); print("Your yaw is "+a+" and your pitch is "+b+"."); }If you fix, it would surely help a lot of new developers of ModPE (who don't know a lot about programming) with ModPE Script developing.
Thanks
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