Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Tracking issue for wishlist methods #54

Open
zhuowei opened this issue Oct 2, 2013 · 14 comments
Open

Tracking issue for wishlist methods #54

zhuowei opened this issue Oct 2, 2013 · 14 comments

Comments

@zhuowei
Copy link
Owner

zhuowei commented Oct 2, 2013

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:

Some quick would-be-useful ideas:

    more level options via script (see bottom).
    a compiled script system in addition to interpreted scripts
    a built in random seed gen to make up for JavaScript's lack thereof
    spawning of particles via script.

possible functions for Levels:

    Level.create(Name,Seed,Mode,Directory)
    Level.getName()
    Level.getSeed() //isn't this one already existant?
    Level.getMode()
    Level.getDir()
    Level.setMode()
    Mcpe.loadLevel(Name,Dir)
    Mcpe.closeLevel()
    Mcpe.delLevel(Name,Dir)
    Level.setSpawn(x,y,z)
    Level.setTime(time)
    Level.addTime(time)

From the thread:

ModPE.setWeaponItem(image, image,damage,durability,Id)
ModPE.setArmorItem(image,image,durability,protection,id)
ModPE.setBowItem(image,image,durability,damage,I'd)
ModPE.setBlockItem(image,image,blockitplaces,id) This is kinda like how the door works. Its an item but when placed it spawns a door.

From Twitter:
https://t.co/zGanY4ok4c

@MCMrARM
Copy link
Contributor

MCMrARM commented Oct 12, 2013

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

@zhuowei
Copy link
Owner Author

zhuowei commented Oct 12, 2013

@MCMrARM I went through the list of methods afterwards also, and concluded that half existed and half didn't exist.

@zhuowei
Copy link
Owner Author

zhuowei commented Dec 14, 2013

setFlyMode, setUnderwaterMode - suggested by @woghl98

@MCMrARM
Copy link
Contributor

MCMrARM commented Dec 14, 2013

Block.setWalkableThought - it's possible that I'll add it.

@zhuowei
Copy link
Owner Author

zhuowei commented Jan 28, 2014

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]

@zhuowei
Copy link
Owner Author

zhuowei commented Mar 18, 2014

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.

@GAMESTER90
Copy link

Entity.isRiding(Ent);
Checks if the entity argument is riding another mob if so return the mobs ent else returns false.

@GAMESTER90
Copy link

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...

@GAMESTER90
Copy link

Instead of ChatColor. Change it to color. Since colors arent exclusive to clientmessages anymore... (entity.setNameTag)

@GAMESTER90
Copy link

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...

@byteandahalf
Copy link
Contributor

minecartMessage() has been added as ModPE.showTipMessage()

@byteandahalf
Copy link
Contributor

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.

@byteandahalf
Copy link
Contributor

@zhuowei What does setUnderwaterMode() do?

@KenMizz
Copy link

KenMizz commented Feb 7, 2017

whats now?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

5 participants