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Modding MCPE | Discussion ModPE, Patch'ey and Addon'ov |
Message#42 30.08.13, 23:02 | |
Visitor [offline] Group: Active users Messages 16 Check in: 01.04.13 Explay A400 Reputation: 0 | Can you create a script that will add a new mob to the game? The mob with these text ramies will of course need other textures in which the skin of this mob (local) will be in the mobs folder. |
Message#43 31.08.13, 07:02 | |
Status [offline] Group: Friendssavagemessiahzine.com Messages 475 Check in: 25.06.12 Reputation: 111 | |
Message#44 31.08.13, 09:17 | |
a guest [offline] Group: Users Messages 7 Check in: 13.08.13 Asus Transformer Pad TF300TG Reputation: 0 | STALKER_2010,Thanks for the help, figured out :). STALKER_2010,read qms. Post has been editedDav041 - 31.08.13, 09:29 |
Message#45 31.08.13, 09:52 | |
Just another [offline] Group: Friendssavagemessiahzine.com Messages 1917 Check in: 14.06.12 Apple iPhone 5s Reputation: 349 | shkiper251198,maximum stupid zaspavnit svinozombi textures resident, but it is unnecessary. -------------------- Finally |
Message#46 31.08.13, 10:54 | |
Local [online] Group: Friendssavagemessiahzine.com Messages 117 Check in: 29.12.12 Samsung Galaxy S7 EDGE SM-G935F Reputation: 7 | The script does not work on redstone. description of the problem Device: Sony Xperia Acro S Android version: 4.0.4 Firmware: did not change Script code var powerLen = 14; var powerTime = 50; var redstoneTick = 20; var buttonId = 255; var leverId = 50; // torch, torch, torch. Is there any better solution? var repeatorId = 249; var wireId = 248; var pWireId = 246; var aButtonId = 16; var aLeverId = 56; var aRepeatorId = 41; var aWireId = 103; var pistonId = 128; var sPistonId = 156; var pistonExtendId = 253; var pressurePlateId = 44; / * CODE * var power = false; var powerTimeout = 0; var rsTick = 20; var powerBlockX, powerBlockY, powerBlockZ; var pistonBlockX, pistonBlockY, pistonBlockZ; function clearCTable (x, y, z) { setTile (x-3, y + 1, z-2, 0); setTile (x-2, y + 1, z-2, 0); setTile (x-1, y + 1, z-2, 0); setTile (x-3, y + 1, z-1, 0); setTile (x-2, y + 1, z-1, 0); setTile (x-1, y + 1, z-1, 0); setTile (x-3, y + 1, z, 0); setTile (x-2, y + 1, z, 0); setTile (x-1, y + 1, z, 0); } function useItem (x, y, z, itemId, blockId, side) { if (blockId == aButtonId || blockId == aLeverId || itemId == aWireId) { // Use alternative scheme. Okay buttonId = aButtonId; leverId = aLeverId; repeatorId = aRepeatorId; wireId = aWireId; } if (blockId == 58 && itemId == wireId) { if (getTile (x, y, z-1) == 48 && getTile (x-1, y, z) == 48 && getTile (x-2, y, z) == 48 && getTile (x-3, y, z) == 48 && getTile (x-1, y, z-1) == 48 && getTile (x-2, y, z-1) == 48 && getTile (x-3, y, z-1) == 48 && getTile (x-1, y, z-2) == 48 && getTile (x-2, y, z-2) == 48 && getTile (x-3, y, z-2) == 48) { // craft! var c1x1 = getTile (x-3, y + 1, z-2); var c2x1 = getTile (x-2, y + 1, z-2); var c3x1 = getTile (x-1, y + 1, z-2); var c1x2 = getTile (x-3, y + 1, z-1); var c2x2 = getTile (x-2, y + 1, z-1); var c3x2 = getTile (x-1, y + 1, z-1); var c1x3 = getTile (x-3, y + 1, z); var c2x3 = getTile (x-2, y + 1, z); var c3x3 = getTile (x-1, y + 1, z); // Craft button: // free - free - free // free - stone - free // free - free - free if (c1x1 == 0 && c2x1 == 0 && c3x1 == 0 && c1x2 == 0 && c2x2 == 1 && c3x2 == 0 && c1x3 == 0 && c2x3 == 0 && c3x3 == 0) { clearCTable (x, y, z); setTile (x, y + 1, z-1, buttonId); } // Craft lever: // free - free - free // free - plank - free // free - stone - free if (c1x1 == 0 && c2x1 == 0 && c3x1 == 0 && c1x2 == 0 && c2x2 == 5 && c3x2 == 0 && c1x3 == 0 && c2x3 == 1 && c3x3 == 0) { clearCTable (x, y, z); setTile (x, y + 1, z-1, leverId); } // Craft repeator: // free - free - free // lever - wire - lever // stone - stone - stone if (c1x1 == 0 && c2x1 == 0 && c3x1 == 0 && c1x2 == leverId && c2x2 == wireId && c3x2 == leverId && c1x3 == 1 && c2x3 == 1 && c3x3 == 1) { clearCTable (x, y, z); setTile (x, y + 1, z-1, repeatorId); } // Craft piston: // plank - plank - plank // cobble - iron - cobble // cobble - wire - cobble if (c1x1 == 5 && c2x1 == 5 && c3x1 == 5 && c1x2 == 4 && c2x2 == 42 && c3x2 == 4 && c1x3 == 4 && c2x3 == wireId && c3x3 == 4) { clearCTable (x, y, z); setTile (x, y + 1, z-1, pistonId); } // Craft sticky piston: // free - free - free // free - leaves - free // free - piston - free if (c1x1 == 0 && c2x1 == 0 && c3x1 == 0 && c1x2 == 0 && c2x2 == 18 && c3x2 == 0 && c1x3 == 0 && c2x3 == pistonId && c3x3 == 0) { clearCTable (x, y, z); setTile (x, y + 1, z-1, pistonId); } preventDefault (); } else { // make a 3x3 square for redstone crafting // and yes, it doesn't support other items crafting, sorry // and yes, I'm going to create a mod for it setTile (x, y-1, z, 48); setTile (x-1, y-1, z, 48); setTile (x + 1, y-1, z, 48); setTile (x, y-1, z-1, 48); setTile (x-1, y-1, z-1, 48); setTile (x + 1, y-1, z-1, 48); setTile (x, y-1, z + 1, 48); setTile (x-1, y-1, z + 1, 48); setTile (x + 1, y-1, z + 1, 48); setTile (x + 2, y-1, z, 48); setTile (x + 2, y-1, z + 1, 58); setTile (x, y, z, 0); preventDefault (); } } else if (blockId == buttonId) { if (buttonId == 255? (getTile (x, y-1, z)! = 48): true) { powerBlockX = x; powerBlockY = y; powerBlockZ = z ewtX = new Array (); ewtY = new Array (); ewtZ = new Array (); powerTimeout = powerTime; rsTick = 1; power = true; preventDefault (); } } else if (blockId == leverId) { powerBlockX = x; powerBlockY = y; powerBlockZ = z ewtX = new Array (); ewtY = new Array (); ewtZ = new Array (); powerTimeout = powerTimeout == - 11? 0: -11; rsTick = 1; power = true; preventDefault (); } else if ((blockId == 73 || blockId == 74) && (itemId == 257 || itemId == 285 || itemId == 278)) { // if it is redstone ore // drop 4-5 redstone var howMuch = 4 + parseInt (Math.random ()); addItemInventory (wireId, howMuch); setTile (x, y, z, 0); preventDefault (); } } function attackHook (attacker, victim) { // Your Code Here } var wereThereX, wereThereY, wereThereZ; var ewtX, ewtY, ewtZ; // earlier turn were there var nextTurn = false; var nextEnable = false; var nextTurnX, nextTurnY, nextTurnZ, nextTurnLen; function prepare () { wereThereX = new Array (); wereThereY = new Array (); wereThereZ = new Array (); nextTurnX = new Array (); nextTurnY = new Array (); nextTurnZ = new Array (); nextTurnLen = new Array (); } function canGo (x, y, z, mode) { // MODE 0 - Redstone // MODE 1 - Repeator // MODE 2 - TNT // MODE 3 - Piston // MODE 4 - Door if (mode == 0? (getTile (x, y, z) == wireId || getTile (x, y, z) == pWireId): (mode == 1? (getTile (x, y, z) == repeatorId): (mode == 2? (getTile (x, y, z) == 46): (mode == 3? (getTile (x, y, z) == pistonId || getTile (x, y, z) == sPistonId): (mode == 4? (getTile (x, y, z) == 64): false))))) { for (var i = 0; i // We were there return false; } } for (var i = 0; i ewtX.splice (i, 1); ewtY.splice (i, 1); ewtZ.splice (i, 1); } } return true; } else { return false; } } function goPowerA (enable, x, y, z, len, dir) { if (canGo (x, y, z, 0)) { // Redstone if (enable? (getTile (x, y, z)! = pWireId) :( getTile (x, y, z)! = wireId)) setTile (x, y, z, enable? pWireID: wireId); wereThereX.push (x); wereThereY.push (y); wereThereZ.push (z); nextTurn = true; nextEnable = enable; nextTurnX.push (x); nextTurnY.push (y); nextTurnZ.push (z); nextTurnLen.push (len + 1); // goPower (enable, x, y, z, len + 1); } else if (canGo (x, y, z, 1)) { // Repeator wereThereX.push (x); wereThereY.push (y); wereThereZ.push (z); nextTurn = true; nextEnable = enable; nextTurnX.push (x); nextTurnY.push (y); nextTurnZ.push (z); nextTurnLen.push (0); // goPower (enable, x, y, z, 0); } else if (canGo (x, y, z, 2)) { // TNT explode (x, y, z, 1); } else if (canGo (x, y, z, 3)) { // YAY! Piston! if (enable) { if (dir == 0) { pistonB (x, y, z, -1,0,0); } else if (dir == 1) { pistonA (x, y, z, 1,0,0,255); } else if (dir == 2) { pistonB (x, y, z, 0,0, -1); } else if (dir == 3) { pistonA (x, y, z, 0,0,1,255); } else if (dir == 4) { pistonB (x, y, z, 0, -1,0,255); } else if (dir == 5) { pistonA (x, y, z, 0,1,0,128); } / * else if (dir == 4) { pistonDown (x, y, z); }*/ } else { var sticky = (getTile (x, y, z) == sPistonId); if (dir == 0) { setTile (x-1, y, z, sticky? getTile (x-2, y, z): 0); if (sticky) setTile (x-2, y, z, 0); } else if (dir == 1) { setTile (x + 1, y, z, sticky? getTile (x-2, y, z): 0); if (sticky) setTile (x + 2, y, z, 0); } else if (dir == 2) { setTile (x, y, z-1, sticky? getTile (x, y, z-2): 0); if (sticky) setTile (x, y, z-2,0); } else if (dir == 3) { setTile (x, y, z + 1, sticky? getTile (x, y, z + 2): 0); if (sticky) setTile (x, y, z + 2,0); } else if (dir == 4) { setTile (x, y-1, z, sticky? getTile (x, y-2, z): 0); if (sticky) setTile (x, y-2, z, 0); } else if (dir == 5) { setTile (x, y + 1, z, sticky? getTile (x, y + 2, z): 0); if (sticky) setTile (x, y + 2, z, 0); } } } else if (canGo (x, y, z, 4)) { // Door! if (getTile (x-1, y, z) == 0) {door (x-1, y, z); } else if (getTile (x + 1, y, z) == 0) {door (x + 1, y, z); } else if (getTile (x, y, z-1) == 0) {door (x, y, z-1); } else if (getTile (x, y, z + 1) == 0) {door (x, y, z + 1); } } } function pistonA (x, y, z, dirX, dirY, dirZ, hm) { // clientMessage (x + "" + y + "" + z + "" + dirX + "" + dirY + "" + dirZ + "" + hm); if (getTile (x + dirX, y + dirY, z + dirZ)! = pistonExtendId) { if (getTile (x + dirX, y + dirY, z + dirZ)! = 0) { var oY = dirX == 1? x: (dirY == 1? y: z); // begin point var gtY = oY; // go-to-point for (var i = oY; i gtY = i; break; } } for (var i = gtY-1; i> oY; i--) { setTile ((dirX == 1? i + 1: x), (dirY == 1? i + 1: y), (dirZ == 1? i + 1: z), getTile ((dirX == 1? i : x), (dirY == 1? i: y), (dirZ == 1? i: z))); } } setTile (x + dirX, y + dirY, z + dirZ, pistonExtendId); } } function pistonB (x, y, z, dirX, dirY, dirZ) { if (getTile (x + dirX, y + dirY, z + dirZ)! = pistonExtendId) { if (getTile (x + dirX, y + dirY, z + dirZ)! = 0) { var oY = dirX == - 1? x: (dirY == - 1? y: z); // begin point var gtY = oY; // go-to-point for (var i = oY; i> 0; i -) { if (getTile ((dirX == - 1? i: x), (dirY == - 1? i: y), (dirZ == - 1? i: z)) == 0) { gtY = i; break; } } for (var i = gtY + 1; i setTile ((dirX == - 1? i-1: x), (dirY == - 1? i-1: y), (dirZ == - 1? i-1: z), getTile ((dirX == -1? I: x), (dirY == - 1? I: y), (dirZ == - 1? I: z))); } } setTile (x + dirX, y + dirY, z + dirZ, pistonExtendId); } } function door (x, y, z) { setTile (x, y, z, 0); setTile (x, y, z, 1); setTile (x, y, z, 0); } function goPower (enable, x, y, z, len) { if (len> powerLen) return; goPowerA (enable, x-1, y, z, len, 0); goPowerA (enable, x + 1, y, z, len, 1); goPowerA (enable, x, y, z-1, len, 2); goPowerA (enable, x, y, z + 1, len, 3); goPowerA (enable, x, y-1, z, len, 4); goPowerA (enable, x, y + 1, z, len, 5); } var wereOnPressurePlate = false; function modTick () { if (nextTurn) { nextTurn = false; var tntX = nextTurnX; // tnt - tmpNextTurn var tntY = nextTurnY; var tntZ = nextTurnZ; var tntLen = nextTurnLen; nextTurnX = new Array (); nextTurnY = new Array (); nextTurnZ = new Array (); nextTurnLen = new Array (); for (var i = 0; i } if (nextTurn == false) { for (var i = 0; i setTile (ewtX [i], ewtY [i], ewtZ [i], wireId); } ewtX = wereThereX; ewtY = wereThereY; ewtZ = wereThereZ; } } else { if (wereOnPressurePlate) { if (getTile (getPlayerX (), getPlayerY () - 1.6, getPlayerZ ()) == pressurePlateId) { rsTick--; if (rsTick <= 0) { prepare (); goPower (true, powerBlockX, powerBlockY, powerBlockZ, 0); rsTick = redstoneTick; } } else { prepare (); goPower (false, powerBlockX, powerBlockY, powerBlockZ, 0); wereOnPressurePlate = false; } } else if (power) { if (powerTimeout! = -11) powerTimeout--; if (powerTimeout> 0 || powerTimeout == -11) { if (getTile (powerBlockX, powerBlockY, powerBlockZ)! = buttonId && getTile (powerBlockX, powerBlockY, powerBlockZ)! = leverId) { prepare (); goPower (false, powerBlockX, powerBlockY, powerBlockZ, 0); power = false; } else { rsTick--; if (rsTick <= 0) { prepare (); goPower (true, powerBlockX, powerBlockY, powerBlockZ, 0); rsTick = redstoneTick; } } } else { prepare (); goPower (false, powerBlockX, powerBlockY, powerBlockZ, 0); power = false; } } else { // Pressure Plates if (getTile (getPlayerX (), getPlayerY () - 1.6, getPlayerZ ()) == pressurePlateId) { powerBlockX = getPlayerX (); powerBlockY = getPlayerY () - 1.6; powerBlockZ = getPlayerZ (); ewtX = new Array (); ewtY = new Array (); ewtZ = new Array (); wereOnPressurePlate = true; rsTick = 1; } } } } Description of the problem do not work: wires (yellow block), levers (diamond block) and repeaters (golden block), BUT the pressure plates function normally, the pistons also I hope I designed it normally :-D |
Message#47 31.08.13, 10:59 | |
User [offline] Group: Friendssavagemessiahzine.com Messages 77 Check in: 23.08.13 Google pixel 2 Reputation: 23 | It seems that 0.7.4 came out on Amazon, can someone hack it? -------------------- LG Optimus L7 ->Nexus 5 ->Xiaomi Redmi Note 4 MTK ->iPhone 7 (I had enough for a month) ->Xiaomi Redmi Note 4 MTK ->Google pixel 2 |
Message#48 31.08.13, 11:01 | |
lollipop [offline] Group: Friendssavagemessiahzine.com Messages 709 Check in: 13.05.12 Xiaomi Redmi 4 Standard Reputation: 81 | iron pon,I mean, Maine himself? -------------------- |
Message#49 31.08.13, 11:14 | |
lollipop [offline] Group: Friendssavagemessiahzine.com Messages 709 Check in: 13.05.12 Xiaomi Redmi 4 Standard Reputation: 81 | Yes indeed. Already updated -------------------- |
Message#50 31.08.13, 11:59 | |
Just another [offline] Group: Friendssavagemessiahzine.com Messages 1917 Check in: 14.06.12 Apple iPhone 5s Reputation: 349 | |
Message#51 31.08.13, 12:57 | |
Status [offline] Group: Friendssavagemessiahzine.com Messages 475 Check in: 25.06.12 Reputation: 111 | |
Message#52 31.08.13, 16:53 | |
a guest [offline] Group: Users Messages 5 Check in: 09.05.12 Reputation: 0 | I would like to know about the principle of operation of the function that is used in one of the lessons: function operateBlock (x, y, z). I did not find her description on the site. Thank you in advance. |
Message#53 31.08.13, 17:23 | |
Just another [offline] Group: Friendssavagemessiahzine.com Messages 1917 Check in: 14.06.12 Apple iPhone 5s Reputation: 349 | StReJIoI (,This function is located in the code of the lesson script and is not related to ModPE. -------------------- Finally |
Message#54 31.08.13, 19:37 | |
Visitor [offline] Group: Active users Messages 16 Check in: 01.04.13 Explay A400 Reputation: 0 | STALKER_2010,I myself do not know how to create scripts, so I ask you and by the way it is possible but you need to master the javascript language well. |
Message#55 31.08.13, 20:14 | |
RusJJ is not a DJ, baby. [offline] Group: Friendssavagemessiahzine.com Messages 3348 Check in: 12.06.13 Xiaomi Mi 5S 3/64 Reputation: 160 | shkiper251198,why do you need it??? -------------------- |
Message#56 31.08.13, 20:22 | |
Just another [offline] Group: Friendssavagemessiahzine.com Messages 1917 Check in: 14.06.12 Apple iPhone 5s Reputation: 349 | shkiper251198,it does not allow not language, but ModPE. It is like saying that the one who cannot assemble a machine with a hammer does not own a hammer. -------------------- Finally |
Message#57 31.08.13, 20:30 | |
RusJJ is not a DJ, baby. [offline] Group: Friendssavagemessiahzine.com Messages 3348 Check in: 12.06.13 Xiaomi Mi 5S 3/64 Reputation: 160 | shkiper251198,hold on Did not check, but it works like. You write the command / villager in chat and voila. VillagerJS.zip(1.97 KB) -------------------- |
Message#58 31.08.13, 21:54 | |
a guest [offline] Group: Users Messages 5 Check in: 09.05.12 Reputation: 0 | I would like to know how the sides are defined in functions and function useItem (x, y, z, itemid, blockid, side). In numbers? Or certain characters? |
Message#59 01.09.13, 10:50 | |
Local [offline] Group: Friendssavagemessiahzine.com Messages 119 Check in: 28.05.11 Asus Transformer Pad TF701T Reputation: 35 | Please change the golden hoe to the reed in advance, thanks in advance.Hollow + Cuboid.zip(928 bytes) |
Message#60 01.09.13, 11:23 | |
Just another [offline] Group: Friendssavagemessiahzine.com Messages 1917 Check in: 14.06.12 Apple iPhone 5s Reputation: 349 | avatar9717, // Hollow Cuboid mod by kacperski1 // Makes you know how to make it. // Currently DOESN'T WORK for some reason, please help ._. var item = 338; // Go to the subject var x1; var x2; var y1; var y2; var z1; var z2; var CubeBlock; var Mode = 0; // Modes: // 0 - wait for 1st block // 1 - wait for 2nd block // 2 - wait for block id function createHollowCuboid (x1, y1, z1, x2, y2, z2, CubeBlock) { var lowestX; var lowestY; var lowestZ; var highestX; var highestY; var highestZ; if (x1 highestX = x2;} else { lowestX = x2; highestX = x1; } if (y1 highestY = y2;} else { lowestY = y2; highestY = y1; } if (z1 highestZ = z2;} else { lowestZ = z2; highestZ = z1; } for (var x = lowestX; x <= highestX; x ++) { for (var y = lowestY; y <= highestY; y ++) { setTile (x, y, lowestZ, CubeBlock); setTile (x, y, highestZ, CubeBlock); for (var z = lowestZ; z <= highestZ; z ++) { setTile (x, lowestY, z, CubeBlock); setTile (x, highestY, z, CubeBlock); setTile (lowestX, y, z, CubeBlock); setTile (highestX, y, z, CubeBlock); } } } print ("Created a hollow cuboid!"); } function useItem (x, y, z, itemId, blockId) { if (itemId == item) // If the item you use is Golden Hoe {// wrote them backwards because reasons: if (Mode == 2) { CubeBlock = blockId; print ("Material selected -" + CubeBlock); createHollowCuboid (x1, y1, z1, x2, y2, z2, CubeBlock); Mode = 0; } else if (Mode == 1) { x2 = x; y2 = y; z2 = z; print ("Position # 2 saved at" + x2 + "," + y2 + "," + z2 + "."); Mode = 2; // Time for block selection! } else if (Mode == 0) { x1 = x; y1 = y; z1 = z; print ("Position # 1 saved at" + x1 + "," + y1 + "," + z1 + "."); Mode = 1; // Time for second one! } preventDefault (); } } HC.zip(979 bytes) [b] COPY SCRIPT CODE IN POST IN TAG [code] !!! [/ b] Post has been editedYmo - 01.09.13, 11:25 -------------------- Finally |
Message#61 01.09.13, 14:03 | |
Visitor [offline] Group: Active users Messages 19 Check in: 10.03.13 Reputation: 1 | Script "World edit" // wand Gives you two sticks, using the first stick, pos1, and using the second stick, pos2. (iron sword, iron hoe) // set<id>Sets the selected blocks between pos1 and pos2. If you enter // set 0, then blocks will be deleted between the positions. Example - // set 3 // replace<id><id2>Replaces blocks with others between positions. Example - // replace 0 5 // drain Drain water and lava between positions. / snow There is snow between the positions on the blocks. / thaw Clears snow between positions. // hcuboid<id>Between the positions an empty cuboid is created from the blocks you selected. // cut Moves the blocks to the buffer. // copy Copies blocks to buffer. // paste Inserts blocks from the buffer. // netherize Generates hell in the selected area. // unnetherize Generates the normal world instead of hell. // reactor Creates a reactor in the selected area. // untree Removes all trees in the selected position. // selectall Selects the whole world. // undo Undoes the last action (works very crookedly). Attached files WorldEdit.rar(2.06 KB) -------------------- |
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