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MD5: dc3acbca SHA1: 6ef6d5bcabc0d3a8ad1a17b9e MD5: a6eac2a1aeb8a6c23a SHA1: e4fd2c7a19d2faebeabc0ce5ee37ecf5d6. MD5: 83bd76ee6bff47b1ce SHA1: 5bfe59fdb0bbc9da4fac46ddfe MD5: edd5ece0faa4d7dccc68b1 SHA1: b69bf62fc3daaafc8f MD5: baabe9bd75b9cdd9ad6c SHA1: bfa79bacca20e0cfdd4afec2. This file allows scriptcraft admins to turn on or off re-unzipping of the modules , plugins and lib folders when deploying a new version of ScriptCraft. It's strongly recommended that the lib directory always be set to true to get the latest core ScriptCraft code.
The modules and plugins directories are optional and not part of ScriptCraft core. You can find more information about ScriptCraft on my blog. CoderDojo Athenry have some excellent tutorials for younger programmers who have used Scratch and are interested in Modding Minecraft using JavaScript.
In particular, they have an excellent Scratch - to - JavaScript tutorial which explains Scratch programs and how to do the same thing in JavaScript. I highly recommend the series of tutorials provided by CoderDojo Athenry. You can find all files used to build this container in github project: docker-scriptcraft. Skip to content. Star 1. Write Minecraft Plugins in JavaScript. MIT License. Branches Tags. Could not load branches. Could not load tags. Latest commit.
Git stats commits. Failed to load latest commit information. Stop theft of your JavaScript sources! Javascript Obfuscator converts the JavaScript source code into scrambled and completely unreadable form, preventing it from analysing and theft. More VLC media player 3. Audio chipsets from Realtek are used in motherboards from many different manufacturers.
If you have such a motherboard, you can use the drivers provided by Realtek. More Microsoft Edge Edge is the latest web browser developed by Microsoft. More Google Chrome Chrome is a web browser developed by Google. Entity Queries are a way for you to filter for entities based on their components. Once you have registered a query, you can request all the entities that are captured by it.
Entity Queries only ever return entities that are currently active in the level. If your query extends into chunks that are not currently loaded, entities there are not included in the query. Allows you to register a query. A query contains all entities that meet the filter requirement. No filters are added by default when you register a query so it captures all entities.
Allows you to register a query that show only entities that have the given component and define which fields of that component are used as a filter when getting the entities from the query.
You can either provide just the component identifier, or the component identifier and the name of 3 properties on that component to be tested If you do specify property names, you must specify 3. Allows you to fetch the entities captured by a query that was created with a component filter built-in.
The only entities returned are those entities that have the component that was defined when the query was registered and that have a value in the three fields on that component that were defined in the query within the values specified in the call to getEntitiesFromQuery. You can use the traditional Slash Command system from scripts. Commands in scripts are restricted to server scripts, they can't be run from the client's side at the moment. Allows you to execute a Slash Command on the server.
The command is queried and executed at the end of the current frame. All data output from the command is compiled on a JavaScript Object and sent to the Callback object specified in the second parameter. Allows you to get a block from the world when provided an x , y , and z position. The block must be within a ticking area. Allows you to get a block from the world when provided a JavaScript object containing a position. Allows you to get an array of blocks from the world when provided a minimum and maximum x, y, and z position.
The blocks must be within a ticking area. Allows you to get an array of blocks from the world when provided a minimum and maximum position. This is the documentation for the attributes, properties, and components available from the Minecraft Script Engine. There are two kinds of components: server components and client components. We go into more detail on what they are in their respective sections below. Components can be added, retrieved, updated, and removed from entities.
They do not exist on their own. Currently only user-defined components can be added and removed from entities. A component must be in an entity in order to retrieve or update it. Check the Script Engine Bindings section to see how to add, remove, retrieve, and update components. This section deals with the specific API of each component. These are the components that belong to the level. They can only belong on the level object and cannot be removed from it. You can get the components and change their data through the global server object.
This component gives access to the static ticking areas in the level. The component contains an array of ticking areas. The ticking areas can be accessed by name or by UUID if they were not given a name.
The weather component allows users to change the level's weather. Rain and lightning levels can be changed independently and the default weather cycle can be turned off completely. These are the components that run on the server and are synced with all the clients players in the world.
This component represents the armor contents of an entity. Note: Currently items and containers are read-only. Slots are ordered from head to feet. This component controls the Attack Damage attribute from the entity. It allows you to change the current minimum and maximum values.
Once the changes are applied, the current attack of the entity is reset to the minimum specified. With the minimum and maximum changed to the values specified. Any buffs or debuffs are left intact. Controls the collision box of the entity. When changes to the component are applied the entity's collision box is immediately updated to reflect the new dimensions.
WARNING: If the change of the collision box dimensions would cause the entity to be inside a block, the entity might become stuck there and start suffocating. Defines an array of damages and how the entity reacts to them - including whether the entity ignores that damage or not. Currently Minecraft triggers can't be properly serialized so any existing triggers are completely replaced when applyComponentChanges.
Defines the loot table the entity uses to defines its equipment. Once the changes are applied, the equipment is re-rolled and a new set of equipment is chosen for the entity. Controls the entity's explosion, timer until the explosion, and whether the timer is counting down or not.
This component represents the contents of an entity's hands. Slot 0 is main-hand Slot 1 is off-hand. Defines how the entity can be healed by the player. This doesn't control how much health the entity can have; you must use the Health component for that instead.
Defines the current and maximum possible health of the entity. Upon applying the component back to the entity, the health changes if it reaches 0 or below the entity dies. This component represents the hotbar contents of a player.
Slots are ordered left to right. Defines the entity's inventory size, restrictions, etc. Currently this does not allow changing the entity's inventory contents. This component represents the inventory contents of an entity.
Slot is the hotbar, is the top row of the player's inventory, is the middle row, is the bottom row. Makes the entity look at another entity. Once applied, if an entity of the specified type is nearby and can be targeted the entity turns toward it. Nameable component describes an entity's ability to be named using a nametag and whether the name shows up or not once applied. Additionally, scripting allows setting the name of the entity directly with the property 'name'. This component allows you to control an entity's current position in the world.
Once applied, the entity is teleported to the new position specified. This component allows you to control an entity's current rotation in the world as well as the entity's head rotation. Once applied, the entity is rotated as specified. Defines the entity's ranged attacks. This doesn't allow the entity to use a ranged attack: it only defines what kind of projectile it shoots.
Controls the entity's ability to spawn an entity or an item. This is similar to the chicken's ability to lay eggs after a set amount of time. This controls the entity's ability to teleport itself similar to the Enderman. If you wish to teleport the entity once use the Position component instead. The tick world component is a read-only component that allows users to access the ticking areas on entities as well as the ticking area's data.
These components only run on the client where the script ran and can only be used from client scripts. The MoLang component gives access to the MoLang variables in an entity. To learn more about MoLang varibles review the add-on documentation. In scripts, you can get and set these varibles that are defined in the entity's JSON files. Because of how the MoLang variables are formatted variable. The example below shows how to use the [] operator to access the variable.
This component contains all the blockstates on a block object. Blockstates control all different aspects of blocks from their orientation to the type of wood they are. Blockstates are represented by numbers, bools, or strings.
Please see the Blockstates Documentation to see the valid values for each state.
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