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Total votes: 984
 
Dimitron_NoYoN
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23.08.13, 12:42
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Minecraft - Pocket Edition: [Android] � [iOS] � [WP] � [

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] � [Breaker] � [BlockLauncher]


discussion and developmentModPE scriptsfor mcpe and now alsoaddonsand, if possible,patches


Want to write scripts?
Learn JavaScript!

Want to write addons?
Learn C / C ++!


for those who think we steal

Evidencethat they steal from us.
Well, then prose
No need to advertise the site 0x10c-zone, in which most of the good scripts are taken from our topic, and the rest is uninteresting garbage! No need to write
somewhere i saw it

and
it is on 0x10c-zone

Usnot interested


The main rule
Silence should be in the library! Quiet, did I say, or did I say quietly?
Under the library is taken theme with access to new fantasy books that open new frontiers.
Scripts and other add-ons that would be interesting to a large number of people are accepted under books.
There are no noise in the library, no extra extraneous sounds are pronounced, there should not be any uninteresting books in it.
The library must have peace and comfort.
Note!


If the script does not work for you, thenMANDATORYShow the screen / error text in the right tags and under the spoiler!



Lay out only your scripts, or designate the author!


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Post has been editedZyomich - 16.06.16, 18:51
Reason for editing: NeoModLoader v0.0.1
Ymo
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29.08.13, 21:04
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Dav041,The screen of the first lines of error please.


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Dav041
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29.08.13, 21:14
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There is no way to add a screen (right now I will try to rewrite the beginning
Dav041
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29.08.13, 21:21
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java.util.missingResourseException: Can't find resourse for doundle'org.mozzila.javascript.resources.messages_ru_RU ...
happened)

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Post has been editedDav041 - 29.08.13, 21:27
Ymo
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29.08.13, 21:27
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Dav041,Hmm, can the script line be numbered 237?


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29.08.13, 21:30
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function attackHook (attacker, victim)
{
if (getCarriedItem () == 267)
{
preventDefault ();
setVelY (victim, 1.5);
setVelZ (victim, 2);
}
}

You can say I did not write it but copied it and changed it a little)
this is the whole script

Post has been editedDav041 - 29.08.13, 21:37
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don't understand


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Finally
Dav041
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29.08.13, 21:44
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Well, the script is correctly written? But you can add scripts yourself or only via the betamodpe2 website?
I did this: I copied the script from the tutorial, opened it in DroidEdit and saved the required lines on the tablet in .js format and opened it in blocklauncher pro.

Post has been editedDav041 - 29.08.13, 21:50
STALKER_2010
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30.08.13, 04:36
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Dav041,Try using OOP functions instead of current ones. Although it is vryat-can help. I think this is ... What version of BlockLauncher?

P.S. Everything works. Version BL 1.3.2. Perhaps you had a BL 1.2.7, in which, by mistake, there was no setVelZ (if I'm not mistaken).

Post has been editedSTALKER_2010 - 30.08.13, 04:45


--------------------
gord.mb
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30.08.13, 07:57
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I continue to cut the script for the construction of houses which laid the foundationVans222.
The main idea is to make a set of functions that will build houses of various shapes, sizes, materials with an intuitive interface. To demonstrate the capabilities of the function, the possibility has been added of building (a wooden sword with a wooden sword) a wooden house and (a iron sword with a iron sword) a stone house.
Report on the work done:
2 differences:
- code reduction by 1.5 times code increase by 2 times;
- the buildStoneHouse function can build houses of any sizeand from any material (separate floor, ceiling, walls and corners). Checks or cleans the area in which the building will be made);

Remaining defects:
- you need to make a function in the check and set the minimum size of the house (4x4x4) and maximum (? x? x ?, but so that the world could fit);minimum (x * y * z) - 4 * 4 * 4, maximum 16 * 8 * 16;
- the doors are put in halves or fly out (in my opinion, it will not work out, maybe I will put them in inventory);did not find a way to fix it;
- doors are placed on the corner, not in the center of the wall;did not reach the hands;
- if inside the area occupied by the house there were blocks, then they get inside the house - you need to add a check, and then either clean or prohibit the building);checking and prohibiting buildings work correctly,cleaning is buggy;
- in the case of a house of a size larger than the distance from the player to the activation point, the player is immured in the wall - you need to either move the house or teleport the player inside;do not reach out, I will teleport;
- make the argument of the function of the material of the floor, ceiling, walls and corners and check on the admissibility of the construction of this material (you cannot build a house from torches, and it is too elegant of diamond blocks);construction of any materialsno check yet;
- something else - I forgot, I will remember along the way

When cleaning the area of ​​construction, if an already built house gets into it (I do not always, I can not establish a pattern), the game crashes.Huge request to testPre-cleaned building - tap with a wooden sword, (tap with an iron sword - with a check of the area and a ban on the building if the area is not empty, it works fine).Attached filebuildHouse.zip(1.69 KB)

Full listing (code when executing which departure occursred)
// Script by gord.mb & Vans222
// Special forsavagemessiahzine.com

function useItem (xx, yy, zz, itemId, blockId, side) {
if (itemId == 268) {
buildCubeHouse1 (xx, yy + 1, zz, 1, 1, 4, 102, 17, 5, true);
} else if (itemId == 267) {
buildCubeHouse1 (xx, yy + 1, zz, 20, 5, 49, 20, 112, 155, false);
}
}
/ * the function builds a simple cubic house in x, y, z coordinates,
heightHouse height (y axis), widthHouse width (x axis and z axis),
material of the floor, walls, corners of the walls and ceiling - floorMaterial, wallMaterial,
cornerMaterial and roofMaterial respectively, the destroyBlock parameter is
boolean if true the area for the house is cleared, if false is checked
for the presence of blocks other than air * /
function buildCubeHouse1 (x, y, z, heightHouse, widthHouse, floorMaterial, wallMaterial, cornerMaterial, roofMaterial, destroyBlock) {
var i, j, k;
var IDBlock = 0;
var stopBuilding = false;
// check: the height and width of the house should be no less and no more than specified
heightHouse = checkMinMaxSize (heightHouse, 4, 8);
widthHouse = checkMinMaxSize (widthHouse, 4, 16);

/ * check: if destroyBlock is true, the area for the house is cleared (filled with air),
if false is checked for the presence of blocks other than air * /
if (destroyBlock){
fillAreaBuilding (x-1, y, z, widthHouse + 1, heightHouse, widthHouse, 0)
}
else {
outer1:
for (i = -1; i<widthHouse; i ++) {
for (j = 0; j<widthHouse; j ++) {
for (k = 0; k<heightHouse; k ++) {
IDBlock = getTile (x + i, y + k, z + j);
if (IDBlock! = 0) {
stopBuilding = true;
break outer1;
}
}
}
}
}
// sizes are reduced to count from 0, not 1. If from 1, then this unit will have to be subtracted in coordinates in cycles
heightHouse--
widthHouse--
if (stopBuilding) {
clientMessage ("Area not clean!");
} else {

for (i = 0; i<= widthHouse; i ++) {
for (j = 0; j<= widthHouse; j ++) {
setTile (x + i, y, z + j, floorMaterial); // gender
setTile (x + i, y + heightHouse, z + j, roofMaterial); // ceiling
}
}
for (i = 1; i<heightHouse; i ++) {
setTile (x, y + i, z, cornerMaterial); // angle
setTile (x, y + i, z + widthHouse, cornerMaterial); // angle
setTile (x + widthHouse, y + i, z, cornerMaterial); // angle
setTile (x + widthHouse, y + i, z + widthHouse, cornerMaterial); // angle
setTile (x-1, y + i, z, 50); // torches to the left of the door
setTile (x-1, y + i, z + widthHouse, 50); // torches to the right of the door
for (j = 1; j<widthHouse; j ++) {
setTile (x, y + i, z + j, wallMaterial); // wall
setTile (x + widthHouse, y + i, z + j, wallMaterial); // wall
setTile (x + j, y + i, z, wallMaterial); // wall
setTile (x + j, y + i, z + widthHouse, wallMaterial); // wall
}
}
for (i = 1; j<= widthHouse; j ++) {
setTile (x-1, y + heightHouse, z + i, 50); // torches over the door
}

setTile (x-1, y, z + 1, 53);
setTile (x-1, y, z + 2, 53);
// stairs
setTile (x + 2, y + 1, z + 1, 54); // chest
setTile (x + 2, y + 1, z + 2, 61); // furnace
setTile (x + 2, y + 2, z + 2, 50); // torch
setTile (x, y + 1, z + 1, 64); // door 1
setTile (x, y + 1, z + 2, 64); // door 2
setTile (x, y + 2, z + 1, 0); // air at the top of the door 1
setTile (x, y + 2, z + 2, 0); // air at the top of the door 2
clientMessage ("House created!");
}
}

/ * Check: whether the size is in a range and assigns boundary values,
if not included * /
function checkMinMaxSize (size, min, max) {
if (size<min) {
size = min;
} else if (size>max) {
size = max;
}
return size;
}

/ * Fills the area with the given coordinates by the specified block * /
function fillAreaBuilding (x, y, z, sizeX, sizeY, sizeZ, blockID) {
var i, j, k;
if ((blockID<= 255) && (blockID>= 0)) {// checks that a block is specified, not an item
for (i = 0; i<sizeX; i ++) {
for (j = 0; j<sizeY; j ++) {
for (k = 0; k<sizeZ; k ++) {
setTile (x + i, y + j, z + k, blockID)
}
}
}
} else {
clientMessage ("This is not block");
}
}


Tested on Blocklauncher 1.3.2 and Minecraft 0.7.3

Post has been editedgord.mb - 30.08.13, 08:29


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romax9lahin
Message#31
30.08.13, 10:21
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gord.mb,Put BL 1.3.3 Beta 3 and maybe it won't crash.
gord.mb
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30.08.13, 11:33
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romax9lahin,Do you think that the BL version that has not yet been released (at least I did not find it here or on the market) is more stable ???

I found why the lanes crash. This happens when a torch standing on the stove enters the area to be cleaned. And he stands on the stove because he cannot “stick” to the glass walls. So, when the cleaning function starts to demolish the blocks, it goes from bottom to top and removes the stove earlier than the torch - it turns out that the torch unit is installed but not fixed on anything. Here is the mine and crash. I will think how best to get rid of this bug - clean it from above or demolish all the torches in a separate cycle before cleaning.
On the one hand, cleaning from above is simpler, on the other hand, a similar situation may occur, which also happens with a torch hanging on a wall opposite to the direction of cleaning.
There is a third option - to refuse to clean the area and leave only the option with a check. But this is not our method - we are not looking for easy ways. : D: D: D

Post has been editedgord.mb - 30.08.13, 11:48


--------------------
I don't teach programming,I do not know howI see bugs in your code
I don't see in my
How to hammer a nail
romax9lahin
Message#33
30.08.13, 12:34
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gord.mb,You say you have not found?
And on Minecraft Forums in the BL topicTHERE IS!

Post has been editedromax9lahin - 30.08.13, 12:35
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30.08.13, 13:32
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STALKER_2010,Version blocklauncher pro 1.3.1, may not work due to the fact that the blocklauncher is hacked?
I'll try OOP ...
Dav041
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With the oop functions, the script has earned, but when I tap the mob with a sword, this error appears (see screen).

Attached images
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Post has been editedDav041 - 30.08.13, 14:30
iron pon
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30.08.13, 15:34
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Help complete the script lift blocks
//lift
function useitem (x, y, z, itemid, blockid, side)
{
getTile (itemid)
if (itemid == 40)
var = x
var = y
var = z
setTile (blockid)
{
if (itemid == 40, blockid, x, y + 1, z)
{
setTile ()
preventDefault ()
}
}


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gord.mb
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30.08.13, 17:12
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romax9lahin,I did not claim that the version of BlockLauncher with sequence number 1.3.3 is not in nature. Perhaps the author already has version 1.3.4, and maybe even 1.3.5 - only they are onhighlyearly stages of development. And version 1.3.3 too,probablyanother test, not officially released (not a release, but something like a test build, for catching bugs). And of course it is (by definition) less stable than a release. I have just said this to you.
Romax9lahin, Do you think that the BL version that has not yet been released (at least I did not find it here or on the market) is more stable ???

And, as I stated, the error was in the code, and it was in that fragment that I noted. Not stylistic or spelling, but logical - to find them is much more difficult.
The issue is resolved, further discussion === flood.


--------------------
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I don't see in my
How to hammer a nail
gord.mb
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iron pon,This is called not to finish, but to do. Because the character set in your message can not do anything. What exactly should the script do:
When tap to lift the unit for which they taped up 1 block up?
When tapas any item or only certain?
To lift any block (or as you have in the text) only with ID 40 (red mushroom)?
Do I need to check that the block where you lift the block is empty or when lifting all the blocks are destroyed?

ZY With the rise of the red mushroom (and the usual too) most likely nothing will come of it. Under them should be a block.


--------------------
I don't teach programming,I do not know howI see bugs in your code
I don't see in my
How to hammer a nail
iron pon
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30.08.13, 17:39
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gord.mb,it is possible to lift only with a red mushroom, to lift one block up; when lifting, to replace the upper block with a lifted


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gord.mb
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30.08.13, 18:19
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iron pon,sort of:
function useItem (x, y, z, itemid, blockid, side) {
if (itemid == 40) {
setTile (x, y, z, 0);
setTile (x, y + 1, z, blockid);
preventDefault ()
}
}

I did not check it myself, but it should work.

Post has been editedgord.mb - 30.08.13, 18:20


--------------------
I don't teach programming,I do not know howI see bugs in your code
I don't see in my
How to hammer a nail
iron pon
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30.08.13, 19:03
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gord.mb,thanks It works


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