const TNT_IDENTIFIER = "pa:private3"; const FLASH...

Creato il: 24 febbraio 2025

Risposto usando O1 da Chat01

Domanda

const TNT_IDENTIFIER = "pa:private3";
const FLASH_INTERVAL = 200; // Flash interval in milliseconds
const EXPLOSION_DELAY = 5000; // 5 seconds in milliseconds (same as minecraft:timer.time)

// Store active TNT entities and their timers
const activeTNTs = new Map();

// Function to handle TNT entity setup
function setupTNTEntity(entity) {
const entityId = entity.uniqueId;

text
// Set initial variant value to 0 (matches minecraft:variant in JSON) entity.setNbt({ Variant: 0 }); // Add type family tags entity.addTag("tnt"); entity.addTag("inanimate"); // Setup collision box (matches minecraft:collision_box in JSON) entity.setNbt({ width: 0.98, height: 0.98 }); // Setup physics and pushable properties entity.setNbt({ pushable: false, allowPushingByPiston: true }); // Setup flash animation timer let isWhite = false; const flashTimer = setInterval(() => { if (entity.isValid()) { isWhite = !isWhite; // Update variant value to match component groups entity.setNbt({ Variant: isWhite ? 1 : 0 }); } else { clearInterval(flashTimer); } }, FLASH_INTERVAL); // Setup explosion timer (matches minecraft:timer in JSON) const explosionTimer = setTimeout(() => { if (entity.isValid()) { const pos = entity.pos; mc.runcmd(`function black`); entity.destroy(); } // Clean up timers clearInterval(flashTimer); activeTNTs.delete(entityId); }, EXPLOSION_DELAY); // Store timers for cleanup activeTNTs.set(entityId, { flashTimer, explosionTimer });

}

// Listen for TNT entity spawns
mc.listen("onMobSpawned", (entity) => {
if (entity.type === TNT_IDENTIFIER) {
setupTNTEntity(entity);
}
});

// Clean up when entities are removed
mc.listen("onMobDie", (entity) => {
if (entity.type === TNT_IDENTIFIER) {
const timers = activeTNTs.get(entity.uniqueId);
if (timers) {
clearInterval(timers.flashTimer);
clearTimeout(timers.explosionTimer);
activeTNTs.delete(entity.uniqueId);
}
}
});

// Handle TNT ignition with flint and steel
mc.listen("onUseItemOn", (player, item, block) => {
if (block.type === TNT_IDENTIFIER && item.type === "minecraft:flint_and_steel") {
const pos = block.pos;

text
// Remove the TNT block mc.setBlock(pos.x, pos.y, pos.z,pos.dimid, "minecraft:air", 0); // Play fuse sound mc.runcmd(`playsound random.fuse @a ${pos.x} ${pos.y} ${pos.z} 1 1 0`); mc.runcmd(`summon bb:tnt ${pos.x} ${pos.y} ${pos.z}`); mc.runcmd(`function black`); // Spawn the TNT entity mc.spawnMob(TNT_IDENTIFIER, pos); }

});

log("CompressedTNT plugin loaded!"); сделай новый ккод чтобы когда тнт оыбчный заспавнился то если он падает или стоит на земле главное чтобы на земле был то ломается обсидиан крестиком только 1 раз и все это как усиленый тнт должен быть сделай полный готовый код мне нее надо гооврить о коде сразу код мне дай КОД ДАЙ LiteLoaderBDS

Pensiero

Crafting TNT behavior

I'm thinking about adding a feature to break obsidian in a cross shape when normal TNT spawns or falls. This tweak will enhance the interaction further, making it more engaging and dynamic.

Adding new functionality

I'm piecing together a code snippet to listen for TNT spawns, trigger on T explode, and break obsidian in a cross shape, happening just once per TNT.

Crafting the code

I’m focusing on a comprehensive code snippet for LiteLoaderBDS, using "onMobSpawned" to track TNT and "onExplode" for breaking obsidian in a cross shape.

Clarifying the approach

I’m working out that the simplest method is breaking obsidian in a cross shape when TNT touches the ground, avoiding complications from different interpretations.

Mapping out explosion plans

I'm piecing together a "cross shape" pattern from TNT. By removing obsidian around TNT's position once, air replaces the destroyed blocks, creating a clear path.

Tracking and dismantling

I'm setting up event listening for TNT explosions to break surrounding obsidian into a cross pattern, using a clear function to pinpoint and target the blocks effectively.

Targeting the right blocks

I'm focusing on removing obsidian around TNT explosions, ensuring no bedrock is affected, and making sure the removal happens only once per explosion for effective gameplay dynamics.

Innovating the script

I’m piecing together a minimal script for LiteLoaderBDS, focusing on tracking TNT explosions and removing surrounding obsidian, all in Russian as requested by the user.

Reasoned for 26 seconds

Risposta

js
/// <reference path="../HelperLib.js"/> // Если нужно, поправьте путь к HelperLib или уберите если не используете ll.registerPlugin( "BuffedTNT", "Усиленный обычный TNT, ломает обсидиан крестом", [1, 0, 0], {} ); function breakObsidianCross(x, y, z, dimid) { // Список смещений для "крестика": центр + четыре стороны const offsets = [ { x: 0, y: 0, z: 0 }, { x: 1, y: 0, z: 0 }, { x: -1, y: 0, z: 0 }, { x: 0, y: 0, z: 1 }, { x: 0, y: 0, z: -1 } ]; for (const off of offsets) { const bx = x + off.x; const by = y + off.y; const bz = z + off.z; const block = mc.getBlock(bx, by, bz, dimid); if (block && block.type === "minecraft:obsidian") { mc.setBlock(bx, by, bz, dimid, "minecraft:air", 0); } } } // Слушаем событие взрыва mc.listen("onExplode", (data) => { const source = data.source; // Сущность, вызвавшая взрыв if (!source) return; // Проверяем, что взорвался именно обычный TNT if (source.type === "minecraft:tnt") { const { x, y, z, dimid } = source.pos; // Ломаем обсидиан крестом (только 1 раз для этого TNT) breakObsidianCross(x, y, z, dimid); } }); log("BuffedTNT plugin loaded!");

Condividi questa Q&A