Wow! Thanks! I guess I will put you in the credits as: edited mod. Yeah, I didn't like how I put tmuons of } at the end... Didn't have much time to rearange, so again, thanks!
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"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"
Don't separate both attack functions, instead try to make different cases
//Greek Gods Mod v.0.0.5-----------------//
//Made by: MrGlassArmor-----------------//
//Do not distribute without permission!//
ModPE.setItem(256,'skull_zombie',0,'Medusa');
ModPE.setItem(257,"blaze_rod",0,"Staff of Hades");
function newLevel()
{
clientMessage("§5Greek Gods Mod v.0.0.5");
clientMessage("§e§7Do /help for All Commands!");
clientMessage("§e§4Made by MrGlassArmor");
}
function procCmd(command){
var cmd = command.split(" ");
if(cmd[0] == "Selene"){
clientMessage('§1GGM: §fSelene Summoned Moonlight!');
Level.setTime(14000);
}
else if(cmd[0] == "apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);
}
else if(cmd[0] == "Apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);
}
else if(cmd[0] == "Medusa_Head"){
Player.addItemInventory(256, 1, 0);
}
else if(cmd[0] == "help"){
clientMessage('§1GGM: §2/apollo = §fDaytime §2/selene = §fNighttime §2Help = §f Help');
}
}
function attackHook(attacker,victim){
var HP = Entity.getHealth(victim);
var DMG = 50;
if(getCarriedItem() ==256)
{
Entity.setHealth(victim,HP - DMG);
}
else if(attacker == getPlayerEnt() && Player.getCarriedItem() == 257)
{
clientMessage('§4Feel Hades·s Wrath!');
}
else if(getCarriedItem() ==257)
{
Entity.setHealth(victim,HP - DMG);
}
}
*FIXED!
[quote=rainbowyoshismbx;../../../../members/rainbowyoshismbx;2449358-what-is-wrong-with-my-script?comment=12]
Don't separate both attack functions, instead try to make different cases
//Greek Gods Mod v.0.0.5-----------------//
//Made by: MrGlassArmor-----------------//
//Do not distribute without permission!//
ModPE.setItem(256,'skull_zombie',0,'Medusa');
ModPE.setItem(257,"blaze_rod",0,"Staff of Hades");
function newLevel()
{
clientMessage("§5Greek Gods Mod v.0.0.5");
clientMessage("§e§7Do /help for All Commands!");
clientMessage("§e§4Made by MrGlassArmor");
}
function procCmd(command){
var cmd = command.split(" ");
if(cmd[0] == "Selene"){
clientMessage('§1GGM: §fSelene Summoned Moonlight!');
Level.setTime(14000);
}
else if(cmd[0] == "apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);
}
else if(cmd[0] == "Apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);
}
else if(cmd[0] == "Medusa_Head"){
Player.addItemInventory(256, 1, 0);
}
else if(cmd[0] == "help"){
clientMessage('§1GGM: §2/apollo = §fDaytime §2/selene = §fNighttime §2Help = §f Help');
}
}
function attackHook(attacker,victim){
var HP = Entity.getHealth(victim);
var DMG = 50;
if(getCarriedItem() ==256)
{
Entity.setHealth(victim,HP - DMG);
}
else if(attacker == getPlayerEnt() && Player.getCarriedItem() == 257)
{
clientMessage('§4Feel Hades·s Wrath!');
}
else if(getCarriedItem() ==257)
{
Entity.setHealth(victim,HP - DMG);
}
}
*FIXED!
I see, thank you.
0_0 Doing that screwd the sprites up, now, instead of a blaze rod, it has a picaxe, and blaze rods instead of zombie skulls... huh...
well wrong textures are fault of old texturepack, new mcpe 0.11.1 use a new items-opaque.png and that means that it picks wrong textures if you're using a items-opaque.png from mcpe 0.10.5 [i had the same problem at first with my RPG mod]
Yeah, but I dont have an old texturepack on, only an 0.11.1 Sortex Fanver Inviticus Shaders Lite
Details below
{
//Greek Gods Mod v.0.0.5-----------------//
//Made by: MrGlassArmor-----------------//
//Do not distribute without permission!//
function newLevel()
{
clientMessage("§5Greek Gods Mod v.0.0.5");
clientMessage("§e§7Do /help for All Commands!");
}
function procCmd(cmd){
cmd = cmd.split(" ");
if(cmd == "Selene"){
clientMessage('§1GGM: §fSelene Summoned Moonlight!');
Level.setTime(14000);}
if(cmd == "selene"){
clientMessage('§1GGM: §fSelene Summoned Moonlight!');
Level.setTime(14000);}
if(cmd == "apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);}
if(cmd == "Apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);}
ModPE.setItem(256,'skull_zombie',0,'Medusa');
function attackHook(a,v){
if(a == getPlayerEnt() && Player.getCarriedItem() == 256){
clientMessage('§4Snake Eyes!');}
function attackHook(attacker,victim){
var HP = Entity.getHealth(victim);
var DMG = HP - 40;
if(getCarriedItem() ==256){
Entity.setHealth(victim,DMG);}
function procCmd(cmd){
cmd = cmd.split(" ");}
if(cmd == "Medusa_Head"){
Player.addItemInventory(256, 1, 0);}
if(cmd == "help")
clientMessage('§1GGM: §2/apollo = §fDaytime §2/selene = §fNighttime §2Help = §f Help')}
}
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

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Curse PremiumDelete the line
cmd = cmd.split(" ");
And put the procCmd function in one.
Well, tried that, blocklauncher denied... can you try to fix? Any help appreciated
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

hehe, wont work
NVM fixed
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

Wow! Thanks! I guess I will put you in the credits as: edited mod.
Yeah, I didn't like how I put tmuons of } at the end... Didn't have much time to rearange, so again, thanks!
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

Uh Cant get the attacks to do the set damage.
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

//Greek Gods Mod v.0.0.5-----------------//
//Made by: MrGlassArmor-----------------//
//Do not distribute without permission!//
ModPE.setItem(256,'skull_zombie',0,'Medusa');
function newLevel()
{
clientMessage("§5Greek Gods Mod v.0.0.5");
clientMessage("§e§7Do /help for All Commands!");
clientMessage("§e§4Made by MrGlassArmor");
}
function procCmd(command){
var cmd = command.split(" ");
if(cmd[0] == "Selene"){
clientMessage('§1GGM: §fSelene Summoned Moonlight!');
Level.setTime(14000);
}
if(cmd[0] == "selene"){
clientMessage('§1GGM: §fSelene Summoned Moonlight!');
Level.setTime(14000);
}
if(cmd[0] == "apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);
}
else if(cmd[0] == "Apollo"){
clientMessage('§1GGM: §fApollo Summoned Daylight!');
Level.setTime(1200);
}
else if(cmd[0] == "Medusa_Head"){
Player.addItemInventory(256, 1, 0);
}
else if(cmd[0] == "help"){
clientMessage('§1GGM: §2/apollo = §fDaytime §2/selene = §fNighttime §2Help = §f Help');
}
}
ModPE.setItem(257,"blaze_rod",0,"Staff of Hades");
function attackHook(attacker,victim){
var HP = Entity.getHealth(victim);
var DMG = HP - 50;
if(getCarriedItem() ==256){
Entity.setHealth(victim,DMG);}}
function attackHook(attacker,victim){
var HP = Entity.getHealth(victim);
var DMG = HP - 10;
if(attacker == getPlayerEnt() && Player.getCarriedItem() == 257){
clientMessage('§4Feel Hades·s Wrath!');
}
else
if(getCarriedItem() ==257){
Entity.setHealth(victim,DMG);
}
}
Attacks Wont Work
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

where would I fit that in, and what should I delete?
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

I see, thank you. 0_0 Doing that screwd the sprites up, now, instead of a blaze rod, it has a picaxe, and blaze rods instead of zombie skulls... huh...
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

what did I do wrong?
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

Yeah, but I dont have an old texturepack on, only an 0.11.1 Sortex Fanver Inviticus Shaders Lite
even without a texture pack, it is even buggier
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

both items 256 and 257 are hades staff with name and texture... also, maybe we should talk over pm.
"Its all SHITS and GIGGLES, till someone GIGGLES and SHITS!"

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Curse Premium256 and 257 already exist in vanilla Minecraft (iron shovel and pickaxe).