//Therefore it, once you have made the GUI interface for the enderchest, it should open it up. I have probably done this completely wrong, but if 500ISE is looking at this. he should get what my main idea is. Thanks.
EDIT #2: Maybe if there is a GUI linked too the ID, 121 (our enderchest would be the ID 121), then it would open up any linked GUI. If not, it would display an error. Modder should understand.
I think someone make that possible by turning your pointing block to a workbench when you are clicking the blick,and switch back to original block after finished
The paramenters would be furnace, stonecutter etc.
Could be used like
funtion procCmd(cmd){
var cmd = cmd.split(" ")
If(cmd[0] == "workbench"){
ModPE.showSurvivalInv(workbench);
}
}
This would open up many modding opportunities. +1 if this is a good idea!
EDIT: It should also have support for items added from mods. For example, the enderchest mod:
//Obviously the code for the echest would go here, but idk it
var ENDER_CHEST_ID = 121
function procCmd(cmd){
if{cmd == "echest"){
clientMessage("Opening Ender Chest");
ModPE.showSurvivalInv(ENDER_CHEST_ID);
}
}
//Therefore it, once you have made the GUI interface for the enderchest, it should open it up. I have probably done this completely wrong, but if 500ISE is looking at this. he should get what my main idea is. Thanks.
EDIT #2: Maybe if there is a GUI linked too the ID, 121 (our enderchest would be the ID 121), then it would open up any linked GUI. If not, it would display an error. Modder should understand.
Click them::
i know,but I just want to point out that someone did it so 500ISE probably wont care it