Block | Replaces | Size | Type |
# @s is the player in the minecart | |
# 0-0-0-0-1 is the AEC the camera minecart is riding on | |
# 0-0-0-0-2 is sora's true position marker | |
# 0-0-0-0-3 is the point the camera focuses on | |
# 0-0-0-0-4 is the AEC sora's display model rides on | |
# 0-0-0-0-5 is sora's display model | |
# 0-0-9-0-8 and 0-0-9-0-9 are temporary markers used for math | |
# movement |
Block | Replaces | Size | Type |
There are two different ways to format this file:
sound_definitions
, with an additional key format_version
set to 1.14.0
You should always use the latter, as using the former prevents fields like pitch
from working.
You can reference sounds in OGG or FSB format. FSB sounds do not fade properly with distance, so prefer OGG unless the sound is intended to be global like music.
volume
:
mcstructure
files are created by the Export button in a structure block. To load them in game with a load structure block, the files must be placed in a behavior pack. The path determines the structure identifier, which is typed into the structure block to load the structure.
Examples:
short
for an item's enchantment level crashes Minecraft. Therefore, no enchantment can have a level above 32767 or below -32768.
Enchantment | Formula | Effective Range |
---|---|---|
|
Start a running total. For each enchant, add (level² + 6) / 2 if the enchant protects against the taken damage. For feather falling, add twice. Cap the total at 25. Add one, then divide by two. Now add a random number between 0 and the total. Cap the new total at 20. If the total is one or greater, set the new incoming damage equal to (damage * (25 - total)) / 25 .Since the level gets squared, negative levels behave as their absolute value. |
0 to 7
|
Respiration | Take the first respiration |
Sora has an idle animation of looking left, then right, then left again. This is straight out of his Kingdom Hearts 1 idle combat loop, and returns in Kingdom Hearts 2. He has a bit better posture in Smash Bros., but it's nice to see the return of this animation.
Another idle animation has Sora spin the keyblade in his off-hand, which is somewhat reminiscent of the Wisdom Form idle keyblade spin.
Another idle animation has Sora twirling the keyblade in front of himself. It resembles the beginning of the Tinker Bell summon animation from Kingdom Hearts 1.
All in all, pretty good idle animations! I most appreciate the first one.
import os | |
import bisect | |
import xmltodict | |
here = os.path.dirname(os.path.abspath(__file__)) | |
with open(os.path.join(here, "tokens.xml"), "r", encoding="utf8") as token_file: | |
tokens = xmltodict.parse(token_file.read()) | |
token_symbol = {} |
hasitem={location=slot.weapon.mainhand}
hasitem={location=slot.weapon.mainhand,quantity=0}
item
must be specifiedhasitem={location=slot.weapon.mainhand,item=air}
hasitem={location=slot.weapon.mainhand,item=air,quantity=1..}
The following characters have special behavior in Minecraft, and care should be taken when retexturing them in a custom font:
Unusable
\u0000
: NULL �
\u000a
: LINE FEED ⏎
\u0025
: PERCENT SIGN %
translate
and with
, so it could be unexpectedly replaced if used unintentionally.\u00a7
: SECTION SIGN §