Open zhuowei opened 10 years ago
Level.getName() <- exist, it is called Level.getWorldName -Level.getSeed() Level.getMode() <- exist, it is called Level.getGameMode Level.getDir() <- exist, it is called Level.getWorldDir Level.setMode() <- exist, it is called Level.setGameMode Mcpe.loadLevel(Name,Dir) <- exist, it is called ModPE.selectLevel Mcpe.closeLevel() <- exist, it is called ModPE.leaveGame -Mcpe.delLevel(Name,Dir) <- doesn't exist, but I wouldn't call adding it a good idea Level.setSpawn(x,y,z) <- exist, it is exactly here Level.setTime(time) <- exist Level.addTime(time) <- exist
@MCMrARM I went through the list of methods afterwards also, and concluded that half existed and half didn't exist.
setFlyMode, setUnderwaterMode - suggested by @woghl98
Block.setWalkableThought - it's possible that I'll add it.
More:
Add these ModPE Functions:
[code]minecartMessage(par1string); [/code]
Pushes a client message but in minecart entry format. Tell me if you don't understand.
Enhancements to ModPE.setItem()?
[code]
Item.defineItem(); //Same params as ModPE.setItem(); < This would replace
Item.defineFoodItem(); //Same params as ModPE.setFoodItem(); < This would replace
Item.setPower(par1int); //Increases the damage a entity takes when hit by it. par1int uses half hearts.
Item.setSpeedIncrease(par1int,par2int); //Sets break speed increase on a item. par1int is id of material parent and par2int is how many seconds faster.
Item.setStackableLimit(par1int,par2double); //Sets how much is limit in stack. par1int is item id and par2double is number of limit.
Item.setDurability(par1int,par2double); //Sets durability. par1int is item id and par2double is amount of dura.
[/code]
This would really enhance custom items, so please add them![/quote]
From Reddit:
better modelling for blocks/entities, and maybe an easier way to apply a custom ai.
I would like to add a custom render type API (remember the female model mod I ported? That was a proof of concept for the render type API) Re. AI: this will be complicated, but I might expose the entity targeting so you can, for example, provoke neutral mobs from a script.
Add.Mob or something like that
Elaborate?
python scripting support
I can try to get Jython going - someone will have to define the API though.
None that I can think of.
OK...
timeGet (gets real time and allows an update)
Level.getTime(), Level.setTime()
Clearer blockSet function so we can make crazy complicated blocks (lol)
Set shape doesn't suck, you know.
LAN SUPPORT!!! Adding Dimensions
Don't know how to do that :(
Custom Entity Models
See above.
Easier Block Modelling
Seriously, how hard is it to model a block?
setToolItem(); Umm...I am not sure.
I'll think about it
New custom entities, Entity.addEntity(model, x, y, z, texture); Entity.setModel(entity); Entity.setMobApi(attacks Hostil Mobs, attacks You, attacks passive mobs); //add true or false setTool(int unusedId, int itemPngY, int itemPngX, String newName, int maxDamage, [blockIDs])
See above.
addItemChest(int itemID, int damage, int count, int x, int y, int z)
There are already chest access methods.
AddButton(int x, int y, int width, int height, string text)
Sure, will do that.
OnTapDown(int x, int y, int width, int heigth){ } OnTapUp OnTapHold
This will probably break on phones with different resolution.
Entity.isRiding(Ent); Checks if the entity argument is riding another mob if so return the mobs ent else returns false.
Block.setTexture(X, Y, Z, string1, string2, string3, string4, string5, string6);
Sets the texture of that specific block unless it isnt square for example running water/lava, staircases etc...
Instead of ChatColor. Change it to color. Since colors arent exclusive to clientmessages anymore... (entity.setNameTag)
Function onHoldHook (type, info){}
When the player taps and holds on anything, type returns if the player tapped on entity (1) block (2) or air (3) info returns an array of the tapped things info...
minecartMessage() has been added as ModPE.showTipMessage()
Add these ModPE Functions: [code]minecartMessage(par1string); [/code] Pushes a client message but in minecart entry format. Tell me if you don't understand.
Enhancements to ModPE.setItem()? [code] Item.defineItem(); //Same params as ModPE.setItem(); < This would replace Item.defineFoodItem(); //Same params as ModPE.setFoodItem(); < This would replace Item.setPower(par1int); //Increases the damage a entity takes when hit by it. par1int uses half hearts. Item.setSpeedIncrease(par1int,par2int); //Sets break speed increase on a item. par1int is id of material parent and par2int is how many seconds faster. Item.setStackableLimit(par1int,par2double); //Sets how much is limit in stack. par1int is item id and par2double is number of limit. Item.setDurability(par1int,par2double); //Sets durability. par1int is item id and par2double is amount of dura. [/code] This would really enhance custom items, so please add them![/quote]
I'll work on the Item API to add these.
@zhuowei What does setUnderwaterMode() do?
whats now?
Here's a list of methods people wished to see. I'll be removing/adding to this list. Not everything on here is going to be added. From Reddit:
From the thread:
From Twitter: https://t.co/zGanY4ok4c