your current location:首页 > news>How to use CustomStuff2 to make your own sword pull -out sword

How to use CustomStuff2 to make your own sword pull -out sword

2024-12-10 17:49:33|Myriagame |source:minecraft skins

CustomStuff2 is a magical MOD that allows you to use the new content added by the JavaScript language to the game (including but not limited to new blocks, new items and new synthetic tables) to the game.

Installing the MOD is not explained ... Encyclopedia has.

1. Create a folder first, the format is CS2_XXX, just like the following ↓ xxx is your MOD name, it is recommended

Folder

Using English, here is just for demonstration, not the name must be.Then open the game, and you will find that there is an extra file in your MOD folder → a new folder. This is the system file automatically generated by the MOD. Do not move it!(In addition, the files inside must be in the format. The .js type file is highly recommended to use NotePad ++ to open).But there are still many files, they are not generated, let's create ↓ created files

ASSETS: resource folders such as material models

items: The folder of making items
Scripts: Some complicated script folders

MOD.JS: very important things, finally add a synthetic table and knife need

In the ASSETS folder, you need to create some folders → folder added to the Assets folder

The first folder needs to be the same as your MOD name, but you have to lowercase it, here is just a demonstration.Then, in the first folder, created → created folders, LANG is a language, and Textures is ordinary material, not a sword material.Then add a language file to the Lang folder → EN_US.LANG is English; zh_cn.lang is among them, zh_cn, please use UTF-8 format.Next, open FlamMPFEIL.SLASHBLADE folder, create a new folder in it called Model, then open the Model folder, create a folder, write it yourself, English numbers, and the English distinction.In order to facilitate the demonstration, I set it as a sword -pull -up material folder. This folder plays the material model file of the sword that you make. Please use English (distinguished by the case) or number for the model file.The model and material production here is not explained here (the model is .obj format, the material is .png).

Next, turn on cs2_ your MOD name Items folder and create a .js file. The name is taken by itself. It can only be used in English.Here I give an example → the JS file created, open it, add the following items to use. JS. This is a future synthetic knife. The material here is the previous icon before making. Of course, it can also be not used.It is also possible to make the material by yourself.(I will not explain it in detail here)

The model of the icon and knife is made of the material, and the knife is added.Open CS2_ Your MOD name Scripts folder adds a .js file and edit:

 if (Itemstack.getDamage () == 0) {0 here can be changed to any number, if you want to add more swords.

itemstack.setItem ("Flammpfeil.slashblade: Slashbladenamed"); this is not necessary to modify it, unless you want to do a sword with a sword or a sword of the wind and thunder.

tag = itemstack.getnbt (); I don’t know this

tag.setString ("CurrentItemname", "Slashbladexxxxxxx"); set the recognition name of your sword in the MOD, Slashbladexx.xxx can be changed to "English numerals. English" as an example.

tag.setint ("CustomMaxDamage", 256); Set your maximum durability value of your sword (in fact, these things can refer to the NBT of the sword)

Tag.setfloat ("BaseAattackmodifier", 0); setting the basic attack power, be careful not to be 0tag.setfloat ("AttackAmplifier", 0.01); I don't know how to say, equivalent to the magnification of A-SS attack power.

tag.setString ("Modelname", "XXX/XXX/XXX"); the model specifies FlammpFeil.slashblade/Model/your model material folder/your model

tag.setString ("TextureName", "xxx/xxx/xxx");

FLAMMPFEIL.SLashBlade/Model/Your Model Material Folder/Your Material

(Do not fill the suffix in materials and models)

tag.setint ("SummonedswordColor", 16740039); the color of the sword of the sword or "SB" (Summon Blade, such as: Phantom Sword/Phantom Flying Sword), 10 -in -made color code code

Tag.setint ("SpeciaLattacktype", 0); set your SA for your sword.0 is the dimension cut, I can only give examples for the others:

1: Phantom Blade-vertical

2: Blade wave dragon

3: Phantom Blade-Heng

4: Ping Tun

5: Yuan Blade

6: Speak at the Phantom Sword-withering

7: Sakura

8: Phantom Blade-Heavy

20: Drawing

30: Earthly Attack Phantom Sword

31: Spin

32: Liefeng Phantom Sword

35: Pray for wishes

36: Mi Lan

37: Shadow Dance

38: Cloud wheel

66: Stewed

EXSA's about 1000 (1001-1005 is a Zong Gui who has not been done, the dimension storm 1006 done some time ago)

tag.setint ("StandbyrendErtype", 3); set the handheld by setting the sword to pull the sword in the first grid of the shortcut bar?Way

0: No display

1: Left hand

2: Behind

3: The author said that it is a ninja -style, but it is actually on the back.

In fact, you can add something, such as KillCount, but you have already available the sword NBT tutorial, so you will not explain it.

Now, add synthesis.Open mod.jsmod.js

First of all, add soul.js you just made

 Mod.additem ("sound.js", "normal"); 

Then add the synthetic table of the knife

 Mod.addrecipe ("SlashbladeTemplate: Bladecore", 3, 3, "Minecraft: Dye: 4", "MineCraft: Coal_block", "F", "F lammpeil.slashblade: propsoul: 1"," Minecraft: Coal_block "," Flammpfeil.slashblade: Proudsoul: 1 "," "," Minecraft: Stick "," Minecraft: string "," "); 
)

I just brought about the addition of the synthetic table.

Then add a knife

 Mod.registerCraftinghandler ("Setattr.js"); 
Now you can check it in the game.Example synthesis

When synthetic, pay attention to the use of the original workbench at a time.

If the tutorial is omit, please point out, I will modify it after seeing it