Open slice opened 8 years ago
Its easy to make resource pack manually
@zhuowei If you make a get function, you really could add a set function like: It gaves Level.getDimension(); but not Level.setDimension(id_of_dimension); Thanks in advance!
Why does Player.getName have to take parameters? No less, why does it take entities as parameters :v?
@ShadowMine64 Because local multiplayer
@zhuowei please copy pocketmine's codes so I can host my own server while using Blocklauncher and PocketMine doesn't close anymore please do it I beg u
Updated list.
Hey, you forgot the entity parameter in Entity.setCanMove(entity, canMove); and in Entity.getCanMove(entity);. :P
next suggestion: Support of Mobs.json and Vanilla.json for custom mob models (in assets/images/mob/skins/base/)
@sliceofcode @zhuowei Add
ModPE.setGameVersion(string);
Level.openInventory(player, inventoryType); //Inventory type would be as follows:
InventoryType.CHEST
InventoryType.ANVIL
//etc
?????? ' ModPE.setGameVersion() ' will crash MCPE and ' Level.openInventory() 'should be ' Player.openInventory() '
@KairusDarkSeeker ModPE.setGameVersion(string) will edit the version code, for example you can put ModPE.setGameVersion(ModPE.getGameVersion()+ " with " + modname); var modname = "example";
Second one sounds good but how will ModPE.setGameVersion() crash? It works if you do it correctly in native code, I know from experience. On 10 Jan 2016 04:21, "Kairus Dark Seeker" notifications@github.com wrote:
?????? ' ModPE.setGameVersion() ' will crash MCPE and ' Level.openInventory() 'should be ' Player.openInventory() '
— Reply to this email directly or view it on GitHub https://github.com/zhuowei/MCPELauncher/issues/329#issuecomment-170313069 .
@RandomAltThingy will works
We also need ModPE.showPopup(string);
We already have a function to show tip message, but a popup is the text shown when clicking an item. This function is in servers so we should have it here.
Its only for PC
No it isint...
@Izaac9236 NO that is a TIP MESSAGE like when clicking stuff in inventory it shows a TIP message popup
Stop. You're hurting our brain cells.
Block.setSolidBlock(id,boolean); allpws the player to walkthrough it if true
@zhuowei
@minecraftpro32 You mean Block.setWalkable() if true let's player walk on the specified block
@KairusDarkSeeker
var walk = false;
function modTick(){
if(Player.getY() == *Block ID* + 2 && !walk){
Entity.setVelX(Player.getEntity(), 1);
clientMessage("fuck off my block");
}
}
@RandomAltThingy I mean it's useful for like a tripwire block without jumping
Add functions to enchant in Players invetory, like enchantItem(id, [enchantment_name, enchantment_level /like sharpness, 3/); Add Level.setBrightnes(x, y, z, brightnes_lvl);
Player.enchant(slot,enchant,level); has already been added El ene. 30, 2016 4:00 PM, "sero583" notifications@github.com escribió:
Add functions to enchant in Players invetory, like enchantItem(id, [enchantment_name, enchantment_level /like sharpness, 3/); Add Level.setBrightnes(x, y, z, brightnes_lvl);
— Reply to this email directly or view it on GitHub https://github.com/zhuowei/MCPELauncher/issues/329#issuecomment-177315809 .
Item.setMaxUseDuration() Entity.getFireTicks() ModPE.setAnimalFood(); Entity.canRotate() Entity.setTamable()
It's already there imao @ISAAC300
wut its not there bruh @officialmcpro32
@KairusDarkSeeker It's there on the latest beta
Hey Zhouwei, I also have a few suggestions for some functions you could input into Block Launcher as well. Can you (not forcing you) add: Level.setDimension(dimensionid, dimension type, ground blocks, inner blocks, dimension name) I did get this idea from another guy on the Minecraft Forum, and it was pretty good. The guy said that the dimension id could be the number id of that set dimension that you make up, though you apparently maybe can't use the number 1-3 (as these 3ids, will be Overworld, Nether and the End). The dimension type could be like the type of dimension, specified with the dimension id of the 3 dimension types alredy in the game that I explained before. The'ground blocks' could be the blocks already generated on grind like dirt an grass for instance for the Overworld, and would be specified with blockIDs.'Inner Blocks' would be the blocks underground and in the caves and such for instance in the Overworld, it's technically stone. This'd also be specified with blockID. Lastly,'dimension name' being a stwhere where people can name the dimension and specify it's title name. Entity.canFly(true/false) Even though there's a way to make someone fly, I think, it'd be easier to also do Entity.canFly as we do after all have Player.canFly(1/0) Entity.defineArmor(ent,helmet id, chest plate id, leggings id, boots id); This'd give the entity you want, armour that you want. Level.setWeather(time,weather id); Entity.canFollow(true/false); This would let entity follow the player, even though there's an easy way to do this, it's still be easier.
I'd wish a Block.click(x,y,z); Wich simply clicks on a Block at x y z
And I don't know if it is already in the list Entity.addItemInventory
3 year old issue.
Block.click
is kinda vague, but added.
Do entities have inventories?
@slice Thanks - and yes some Entities have inventorys e.g mobs like horse But I came up with that entity thing cause i had to add an Item to a PlayerInventory in Multyplayermode - and therefore this would be perfect
@slice maybe I'm getting you wrong but the Block.click function is not in the modpe_dump where are functions are located
Is ModPE still alive?
@StudioJR Yes, this issue is for requests, not methods that exist already.
@sero583 I haven't touched it for a while (a few years).
@slice I don't think anyone has since a year or so, we can declare ModPE as dead most likely. The mods we could do on it were so nice, but now it's gone. Well, shotout to @zhuowei for making this possible.
@sero583 It's not dead; I'm still working on it
hello it would be possible to have a good documentation on Modpe because a lot of documentation is incomplete thank you very much.
@chocolataulait7 If you don't get what each function does, then you're simply not well enough to use ModPE. The function names are quite obvious and self-explaining. Just dump the functions and you're ready to go.
thank you for this quick answer, could you explain me how to make armor in Modpe thank you.
Hello I would like to know if the API Modpe works with Minecraft pe 1.6 ???
@chocolataulait7 I honestly don't know, since it's been a long while I touched ModPE. When it was a thing, like 2014-2015. I barely can remember, it was something like Armor.defineArmor(parameters); . I think first parameter was texture, second name and third a int for it's protection level. You can dump the ModPE functions from BlockLauncher, just have a quick look into it and you could probably do it yourself.
Very well thank you I would also like to know if you know how to make inventory ??
hello, I would like to know if have always created custom armor if yes can you tell me how to do thank you.
hello, @zhuowei i would like to know how to use setGuiblock and if you are going to put back the custom armor thank you
Plz
Plz
ModPE Wishlist
If you could be so kind @zhuowei, could you add some more features for us?
(added by zhuowei - I guess this is the official wishlist now? yes)
Block
Block.click(x, y, z);
- "clicks" a blockBlock.isCropBlock(blockID);
Block.isContainerBlock(blockID);
Block.isCraftingBlock(blockID);
Block.isInteractiveBlock(blockID);
Block.setPathFindable(blockID);
- this has been an issue with custom shapes, mobs and players will "auto" jumpBlock.getDestroyTime(blockID);
- Making an array for this is painful.Block.setExpDrop(blockID, int);
Block.setFriction(blockID, float);
Item.getIcon(id,dmg);
that returns the icon name used in items.metaModPE.setItemCategoryIcon(ItemCategory.CATEGORY, ITEM_ID_HERE)
ModPE.getBlockLauncherVersion();
ModPE.setGameVersion(string);
sets the MC:PE version, like the one shown in betasEntity
Entity.changeDimension(entity, DimensionId) using Level::entityChangeDimension(Entity&, DimensionId);
Entity.setTarget(attacker, victim) using Mob::setTarget(Mob*);
Entity.getTarget(entity) using Mob::getTarget();
Entity.setCanMove(canMove);
Entity.getCanMove();
Entity.getMaxHealth(entity);
Item
Item.addDescription(id, string) using Item::buildDescriptionName(ItemInstance const&) const;
Item.addEffectDescription(id, string) using Item::buildEffectDescriptionName(ItemInstance const&) const;
Item.canDestroyInCreative(id, bool) using Item::canDestroyInCreative() const;
Level
Level.canSeeSky(x, y, z);
- returns bool, use BlockSource::canSeeSky, it would be useful to not have to use loops.Block
Block.setSoundType(id, string) using Block::setSoundType(Block::SoundType const&);
Block.animateTick(id, scriptable) using Block::animateTick(BlockSource&, BlockPos const&, Random&);