500ise or MrARM could you make sure in next update Blocklauncher uses the TEXTURE PACK'S lang file and tel blocklauncher to add this into the lang temp whilst the script is active so the iten.(item).name or tile.(block).name only does the name not the item. or .name or tile. when u use ModPE.setItem or ModPE.setBlock
I already solved that A LONG time ago.
var i = " ";
ModPE.setItem(400, 3, 3, i + "Poop" + i);
var i = " ";
ModPE.setItem(400, 3, 3, i + "Poop" + i);
It pushes item. and .name> off the screen
So it doesn't solve the problem, just hides it?But anyway we want lang files to be loaded to override the original ones.
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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:
BlockLauncher 1.5.4 beta 4 released, with support for custom blocks. NOTE THAT THIS IS VERY EXPERIMENTAL AND SUBJECT TO CHANGE!!!!!!!!!!!!!!
Don't expect your script to work when 1.5.4 is released. It will break.
//initialize
var initialized = false;
var RENDER_LADDER = 8;
var RENDER_NORMAL = 0;
var ID_ID = 197;
function selectLevelHook() {
if (!initialized) {
//TEMP API: Will change
//params:
//block ID, name, texture array (either a single integer array, or a multiple of 6)
//material block ID (to copy material from; e.g dirt material = 1
//render type
//e.g. the following call defines a block with ID 197,
//block name "ID",
//texture of 5,4,3,2,1,0 for all damage values
//using material from dirt (NOT WORKING YET)
//not opaque (i.e. transparent to light) (NOT WORKING YET)
//render type of 10 (NOT WORKING YET)
Block.defineBlock(ID_ID, "Test Block", [5, 4, 3, 2, 1, 0], 2, false, 10);
Block.setLightLevel(ID_ID, 15);
Block.setDestroyTime(ID_ID, 1);
initialized = true;
print("Init");
}
}
function useItem(x, y, z, itemId, blockId, side) {
//preventDefault();
//setTile(x, y, z, 187);
addItemInventory(187, 1);
}
When it gets to classes it is no longer simple for beginners
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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 copies the material from an existing block. I thought this was easier than making you guys memorize a list of what materials does what.
So pass in 1 for stone material, 2 for dirt, etc.
It copies the material from an existing block. I thought this was easier than making you guys memorize a list of what materials does what.
So pass in 1 for stone material, 2 for dirt, etc.
THIS DOESN'T WORK YET, however.
so it basically copies all attributes of a block except the texture?
Gould you make it so you could load individual block textures from URL? So not the terrain.png?Because the way it is now custom blocks are the same as retextured unused blocks.
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"one does not simply hook Creeper::getMaxHealth"
It pushes item. and .name> off the screen
Back to modding! Follow me on Twitter @byteandahalf
So it doesn't solve the problem, just hides it?But anyway we want lang files to be loaded to override the original ones.
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Curse PremiumNOTE THAT THIS IS VERY EXPERIMENTAL AND SUBJECT TO CHANGE!!!!!!!!!!!!!!
Don't expect your script to work when 1.5.4 is released. It will break.
http://tinyw.in/bl
Example script:
https://raw.github.com/zhuowei/ModPEScripts/master/500ise_blocktest.js
//initialize var initialized = false; var RENDER_LADDER = 8; var RENDER_NORMAL = 0; var ID_ID = 197; function selectLevelHook() { if (!initialized) { //TEMP API: Will change //params: //block ID, name, texture array (either a single integer array, or a multiple of 6) //material block ID (to copy material from; e.g dirt material = 1 //render type //e.g. the following call defines a block with ID 197, //block name "ID", //texture of 5,4,3,2,1,0 for all damage values //using material from dirt (NOT WORKING YET) //not opaque (i.e. transparent to light) (NOT WORKING YET) //render type of 10 (NOT WORKING YET) Block.defineBlock(ID_ID, "Test Block", [5, 4, 3, 2, 1, 0], 2, false, 10); Block.setLightLevel(ID_ID, 15); Block.setDestroyTime(ID_ID, 1); initialized = true; print("Init"); } } function useItem(x, y, z, itemId, blockId, side) { //preventDefault(); //setTile(x, y, z, 187); addItemInventory(187, 1); }Code is the same but idk edited 1-2 lines.
ModPE!?
Why you need the Player.setInventorySlot if exist a method to add a item
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Curse PremiumThis is awesome. Will merge.
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Curse PremiumNo Pro beta for this one; I'll make one for the next release.
function useItem(x,y,z,itemid,blockid)
{
if(blockid == 54)
{
if(Level.getChestSlot(x,y,z,16) == 0)
{
preventDefault();
clientMessage("blah blah blah");
}
}
}
Why..?
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Curse PremiumWill check later.
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Curse PremiumIt copies the material from an existing block. I thought this was easier than making you guys memorize a list of what materials does what.
So pass in 1 for stone material, 2 for dirt, etc.
THIS DOESN'T WORK YET, however.
Thanks. I guess Level.getChestSlot() has some problem when chest slot is empty.
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Curse PremiumJust the material i.e. the tools required to mine it.