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*Multi-map early warning*Backpack editor Tutorial-Block Entity/Entity Article [AUW] Backpack Editor (All-U-WANT) Minecra

2024-12-10 17:56:56|Myriagame |source:minecraft skins

Warning: This tutorial contains a lot of pictures, and it is extremely recommended to use traffic network viewing!IntersectionIntersection

AUW is a very versatile editor that can be used for editing or placing items, block entities and entities.

Placement block entity requires the player to alert a block and place it on the surface of the target.

For example, here to point to the gold block.

SIGN is a notice, Note Block is a notes box, Piston is a piston, Brewing Stand is a brewing table, Enchantment Table is an enchanting table, spawner is a brush cage, Chest is a box, furnace is a melting furnace, jukebox is a recorder.Dropper is a thrower, Command Block is the command block, Beacon is a beacon, and the head is the biological head, including not limited to the player's head and skull skull. Comparator is a redstone comparator, Flower Pot is a flower pot.

Editors, point to various block entities to call out the editing interface,

Edit Tile Entity clicks it to switch to the editing interface.

Place the interface of the notice sign

LINE1-4 is the character to be displayed in the corresponding line 1-4. PS: The characteristics of the notice sign and the operation command of the book are only added in version 1.8.

After clicking, the Floor button will become Wall, that is, the brand placing status, Floor stands on the ground, and Wall is a wall brand.

The north (8) below represents the direction of the brand. The Floor status can choose 16 orientation:

South (0) is the south of the south, South-Southwest (1) is southwest southwest, southwest (2) is southwest, West-SOUTHWEST (3) is south and southwest

West (4) is the West, West-Northwest (5) is the northwest of the West, Northwest (6) is northwest of the north, and North-NORTHWEST (7) is northwest northwest.

North (8) is the northern part of the north, normal-northeast (9) is northeast northeast, northeast (10) is northeast, East-Northeast (11) is the east to northeast northeast

East (12) is the east, East-Southeast (13) is the southwest of the East, Southeast (14) is southeast, South-Southeast (15) is south and southeast

After 15th, it will circulate to 0

There can be 8 orientation in the WALL status. There are 4 types? Unknown state, no unknown factors are not recommended to test in the server and other environments:

? (0), (1), (1), (2), north (3) to the north, south (4) to the south, West (5) to the West, East (6) to the East,? (7) and other question marks are all question marksIt is unknown.

At this time, the direction determines the direction of the brand back. NORTH is the back to the north, facing the south, and West is the back of the west, facing the east, and the remaining two types of pushes.

The notes box is 0-24, a total of 25 types of key positions, corresponding to 25 sounds of the original notes box, you can directly click the button to switch to the corresponding tone.

Block ID is a square ID, Block Metadata represents the metadata of the block. It reflects the manifestation on the square, such as wool. Meta is 0 is white wool, and Meta is 1 orange wool.

Both Direction and Progress represent the position, which means that the progress of promoting, and the contracting clicks will become extending, corresponding to the recovery and promotion status.

CUSTOM NAME represents the name of the pharmaceutical table, and the block entity can have a name, which is displayed after opening.

Burn Time represents the progress of the medicine, that is, the arrow on the right, the material location and the location of the potion can be added. Please see the backpack editor to use the tutorial item.

The editor of the attachment table is only Customname to determine the name of the block entity.

Include position is a coordinate that can specify the coordinates when adding the entity part.Edit is the current selected entity for the editor

Weight guess is the weight, and it is not sure at present

ADD ENTITY is the entity that can be brushed out, and Remove is to delete the selected entity from the list

AUW supports the detailed configuration of the physical point No. 1 to the item of the physical value and the time of the item. You can also edit the experience ball corresponding to the item No. 2 can edit the value of the life ball.The number of experiences in the number 9 can edit the XYZ position, orientation, and the type of painting.

XYZ represents coordinates, in Tile Block ID represents the ID, Metadata

Shake Time represents the remaining time when the arrow is inserted into the ground.

If NOT in Group click, it will become in group, that is, switch whether to land.Can be picked up decide whether the arrow can be picked up by players in the survival mode.

Damage decides how much the basic damage after the arrow is in the air.

ThROWER NAME decided which player was thrown out of the snowball, and the remaining items reference arrows.

I won't go into details in xyz and in tile

Velocity: X, Y, Z represents the acceleration of the three coordinates, and the default is that 0 is not accelerating.

Power column is default to 0, the greater the power generated when the value explosion is.

After that, the small fireball was similar to a fireball, but there was no blasting power digital adjustment.

The last shadow pearl, the bottle of enchanting, please refer to the snowball.Pot can specify the effect. For details, please see the item.

Item Rotation represents the degree of rotation of items. Here are no options for placing items. Drop CHANCE Edit is invalid

The TNT edit Fuse is the explosion time.

DAMAGE PER BLOCK is the damage accumulated by the height of each grid. Max damage is the maximum damage. The anvil is applicable here. The DAMAGE: OFF can be switched to on to determine whether the damage is caused. DROP determines whether the block is dropped.

Fireworks Rockets can specify the existence time of the entity, as well as the time of explosion, and the effect of fireworks rockets. For details, please refer to the items.The mine car can determine whether it contains the Contains Block, the containing block does not affect the performance of the mining car, the block contained after the damage will not fall, and the player cannot interact with the blocks they carry. Edited the square can be edited belowID (Block ID), MetAData and Miner's angle (Office), as well as the custom name of the mining car, which supports color characters here.

The box ore car will have an additional 3X9 box interface to put items, the items reference items, the largest number of 127 and the least -128, which can reach less number by the transmitter and thrower.

The power mining car can edit the power on the XZ direction and the time of fuel burning, but it cannot edit the melting furnace content.

The TNT ore car can edit the lead length of TNT (that is, the countdown countdown, unit tick, default-1 is waiting signal activation)

The funnel ore can edit the 5 contents of the funnel, and the transmission of cooling (the unit should be tick, the default-1 does not enter the cooling)

Brush the monster box mining car corresponding to the brush cage part

I am afraid of whether it can correspond to whether it can be charged (being split by lightning)

The length of the lead (that is, the time required for the burst, the default 30tick)

Explosive radius (defaults 3)

Skeleton can switch ordinary skeletons and withered skeletons

Slime can set the size, the maximum effect of the maximum effectiveness of 255, magma strange

Evil soul can set the power of explosion

Whether zombies can be switched to a small zombie, and whether it is a villager zombie

Zombie pigs can switch to zombies, but more anger levels and conversion time. Normally, these two NBTs can only be used by zombie pig spirit with 1.16+?IntersectionIntersectionIs this an idea in the early days?IntersectionIntersection

*If the zombie pig is a villager zombie, the white part of the head will disappear and become "empty brain"

The last filmmaker can specify the Meta value of the handle and the square. If it is some non -real blocks, the last filmmaker will seem to be holding the air.Hold your hands

If you wither, you can edit its remaining invincible time (default 220tick, 11 seconds) (how can the grasshopper after autumn jump again)

Bat can edit whether it is the state of inverted on the square

Bio -pork, editable age, negative age is adult, in love is the state of estrus after feeding, 2 can produce piglets

Pig column can switch whether to equip saddles

Wolf Editor's owner (Owner name), whether to sitting/sitting, whether you are angry (after the sheep, after the player is attacked by the player), the collar color (default red)

Leopard cats can edit the skin: Leopard Cat itself and three types of tamed back pattern, the first two reference wolf

Iron puppets can be created by the player (created by the player, the player does not fight back, it is not created by the player)

Villagers can edit transactions, occupations, and unknown attributes (guess may be the number of replenishment)

This interface is the interface of editing transactions. First of all, edit the exchange formula on the right, which can specify the quantity and items detailed information, but the original version deceives the villagers very serious, so that a sharp 32767 diamond sword can directly use only 1 durable diamonds left.Sword replacement (actually the villagers' transactions do not recognize the META value and NBT, if it is recognized, it will be uncomfortable)

USES is the number of times that has been exchanged. MAX users is the maximum exchange number. The RPG map can be edited as 1 or large number to achieve the desired limited weapon/currency conversion effect (this is better to use the custom NPC module directly)The unique editor of the creature has been introduced, and the return of the brush brush monster cage itself

Current spawn delay represents the cooling after brushing the monster, and the default is 0 and it does not enter the cooling

Min Spawn Delay's minimum brush monster cooling, defaults to 200 or 10 seconds

Max spawn delay the maximum brushing and cooling, the default is 800, 40 seconds

SPAWN COUNT's single generation quantity, defaults to 4

Max Nearby Entities, the most of the same entity nearby, for example, a zombie brush cage will be suspended after a certain number of zombies around

MAX Player Distance is the longest distance from the player. When the distance is brushed at this distance, it will stop working. Excessive value will cause the player to swipe the monsters far away.

Spawn Range is the radius of the monster, the default is 4, and the 0 to 0 is to brush the monster in the current position of the monster cage

Below is the part of the editing entity.

For example, a zombie, Basics represents the foundation part, Zombie in the upper right corner represents the biological type. Click to return to the biological list. Favourites can collect the edited creatures that have been edited. You only need to click on the page after editing.

Add entity to add entities

Remove Entity is the selected entity selected in the removal list

USE Entity is a preset of the entity that can be turned pages and can be retrieved by historical editors.

POSITION: X, Y, Z representing the location of the entity in the world

Dimension represents the current dimension, 0 is the main world, 1 is the end, -1 is hell

Velocity represents the kinetic energy in the specified direction

Rotation represents the current direction of the entity. Pitch and yaw represent the upper and lower and left and right respectively.

Fall Distance represents the height of the entity that has fallen, default 0 is the ground

Fire Ticks represents fire time, -32768 is immune flame, -1 is not currently ignited, 32767 is permanent combustion

Air Ticks represents oxygen value

Portal COOLDOWN represents the cooling of the portal of the portal, and a single entity cannot continuously use the conveyor door

ON Group represents whether it is on the ground

Invulnerable represents whether the entity is in an invincible state, and the entity in invincible state cannot be directly attacked by players in the survival mode, and will not be damaged by conventional sources. Except for void damage, players who create mode can ignite the invincible label directly to attack the creature.This label does not affect the physical value of the entity.

The following remarks should be a part with parts of*parts and unwillingness, which will cause serious problems ()

RIDING can be used to allow organisms to ride other creatures, such as bats, leopard cats (can make cats ride hard work XD), etc.

Add and Remove representatives are added and removed.

Living part can edit some attributes of the entity

Health is the current blood volume. Editing is NAN allowing physical immune to almost all types of damage, including but not limited to void, combustion, hunger, suffocation and other types.

Absorption is absorbed by damage absorption

HURTTIME decides the invincible time provided by flashing red after being hit

DeathTime decide the time of death animation

Attacktime decides to attack animation time

Name Decision name

Potion Effects determines the potion effect of the entity. For details

CAN PICK UP LOOT can determine whether the entity can pick up items and can switch between can and can'T.

DESPAWNS can be switched to Persistant, deciding whether it will be refreshed naturally

Name hidden decide whether to hide the physical name

HAND corresponds to hand equipment, there is no auxiliary hand in the 1.9-version, Feet corresponds to foot equipment, Legs corresponds to leg equipment, cheat corresponds to chest armor equipment, Head corresponds to head equipment, 0.085 is a default 85 ‰ equipment drop probability, fills into 1 to 1It must be dropped, and it will not drop an additional number than 1.

The Attributes section will not be repeated. If you have any doubt, please refer to the item.