I tried adding a feature in Nerdy Stuff that would dump the current ModPE methods out. Its output isn't that good, as it doesn't have access to my parameter names, but I did put in class names to help.
Obviously, not all methods that appear in this list actually works properly.
OK cool. And also I found out something cool. If you name a custom item mine cart it doesn't say "Item.minecart.name<" when you select it. It just says "minecart"
OK cool. And also I found out something cool. If you name a custom item mine cart it doesn't say "Item.minecart.name<" when you select it. It just says "minecart"
Because that's an actual item name from Minecraft. Minecraft recognizes the name and reads the name from the en_us.lang file.
Note that many methods will be moved into namespaces; for example, getTime will probably become Level.getTime, so be ready to update when the actual release comes out.
If you are using one of these methods right now, POST BELOW. I'm moving these under the assumption that no scripts are using these yet, as they were brand new in 1.4.4.
After this, the only bl_ prefixed methods left will be
bl_spawnMob (Please replace with Entity.spawnMob)
and bl_setMobSkin (Please replace with Entity.setMobSkin)
You haven't checked my forum then
I use saveData and readData A LOT
But I don't mind them getting changed to Object Orientated functions though
I'm also gonna add a /heal command (SPOILER)
function useItem (x, y, z, itemId, blockId, side)
{
if (blockId == 17 && getData (x, y, z) == 1)
{
addItemInventory (17, 1, 1);
}
}
I have getData for treecapitator- that I will release soon
I used setPlayerHealth for my fishing mod.
Idk how to use the rest...
But I have an idea for remove entity.
Connor4898: Use some of those for single player commands!
EDIT: PLZ don't remove them, zhuowei! D:
var a = 0;
try {
a = Level.getData(1, 2, 3);
} catch (e) {
//error!
a = getData(1, 2, 3);
}
Backwards compatible. if the namespaced version of getData is available, the script will use that. Otherwise, the script will error out, so the try statement will jump to the catch section, and run the old getData instead.
function useItem(x, y, z, itemId, blockId, side) { ModPE.setItem(457, 9, 9, "killer") ; if(itemId==280) { addItemInventory(457, 1); } else if (itemId== 457) { preventDefault( ) ; explode(x, y, z, 3.1) ; } }-
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Curse PremiumObviously, not all methods that appear in this list actually works properly.
Also, in the coming versions, a lot of the bl_ methods will be moved. If your script uses one of these, prepare to update.
I know. It wouldn't paste properly. Thanks again. You get 70% credit.
http://db.tt/1IDjYtDW
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Curse PremiumBecause that's an actual item name from Minecraft. Minecraft recognizes the name and reads the name from the en_us.lang file.
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Curse PremiumYou mean Entity.getPitch and Entity.getYaw? 'Cause they are already there.
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Curse Premiumdiff of the latest dump featuring MrARM's new methods.
Note that many methods will be moved into namespaces; for example, getTime will probably become Level.getTime, so be ready to update when the actual release comes out.
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Curse PremiumMethods affected:
getData
setPlayerHealth
bl_getWorldName
bl_getWorldDir
bl_readData
bl_saveData
bl_removeEntity
If you are using one of these methods right now, POST BELOW. I'm moving these under the assumption that no scripts are using these yet, as they were brand new in 1.4.4.
After this, the only bl_ prefixed methods left will be
bl_spawnMob (Please replace with Entity.spawnMob)
and bl_setMobSkin (Please replace with Entity.setMobSkin)
They will also be removed in a later release.
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Curse Premiumvar a = 0; try { a = Level.getData(1, 2, 3); } catch (e) { //error! a = getData(1, 2, 3); }Backwards compatible. if the namespaced version of getData is available, the script will use that. Otherwise, the script will error out, so the try statement will jump to the catch section, and run the old getData instead.
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Curse PremiumOh.. I want to use that quickly!!