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Standarize some h1, h2 code
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SirLich committed Oct 25, 2020
1 parent 0e1ba2c commit 38e363b
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28 changes: 14 additions & 14 deletions concepts/blocks.md
Original file line number Diff line number Diff line change
Expand Up @@ -89,7 +89,7 @@ Adds a mob effect when triggered
}
```

#### `remove_mob_effect`
#### remove_mob_effect
Removes a mob effect when triggered
```json
{
Expand All @@ -102,7 +102,7 @@ Removes a mob effect when triggered
}
```

#### `spawn_loot`
#### spawn_loot
Summons a loot table when the event is triggered.
```jsonc
{
Expand All @@ -114,7 +114,7 @@ Summons a loot table when the event is triggered.
}
```

#### `set_block`
#### set_block
Removes the current block and replaces it with the defined block in the same position.
```jsonc
{
Expand All @@ -124,7 +124,7 @@ Removes the current block and replaces it with the defined block in the same pos
}
```

#### `set_block_property`
#### set_block_property
Used to set the value of a block's property
```jsonc
{
Expand All @@ -136,7 +136,7 @@ Used to set the value of a block's property
}
```

#### `set_block_at_pos`
#### set_block_at_pos
Used to set a block relative to this blocks position
```jsonc
{
Expand All @@ -149,7 +149,7 @@ Used to set a block relative to this blocks position
}
```

#### `run_command`
#### run_command
Used to execute a command
```jsonc
{
Expand All @@ -161,7 +161,7 @@ Used to execute a command
}
```

#### `damage`
#### damage
```jsonc
{
"example:damage_event": {
Expand All @@ -174,7 +174,7 @@ Used to execute a command
}
```

#### `decrement_stack`
#### decrement_stack
Decrements the stack
```jsonc
{
Expand All @@ -184,7 +184,7 @@ Decrements the stack
}
```

#### `die`
#### die
Kills the target or destroys the block
```json
{
Expand All @@ -196,7 +196,7 @@ Kills the target or destroys the block
}
```

#### `play_effect`
#### play_effect
Runs a particle effect on the target
```json
{
Expand All @@ -209,7 +209,7 @@ Runs a particle effect on the target
}
```

#### `play_sound`
#### play_sound
Plays a sound on the target
```json
{
Expand All @@ -222,7 +222,7 @@ Plays a sound on the target
}
```

#### `trigger`
#### trigger
Used to trigger an event, this can be a block event or an entity event.
```jsonc
{
Expand All @@ -236,7 +236,7 @@ Used to trigger an event, this can be a block event or an entity event.
}
```

#### `sequence`
#### sequence
Used to sequence event functions
```jsonc
{
Expand All @@ -259,7 +259,7 @@ Used to sequence event functions
}
```

#### `randomize`
#### randomize
Used to randomize event functions
```jsonc
{
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22 changes: 11 additions & 11 deletions concepts/items.md
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Expand Up @@ -56,7 +56,7 @@ Better documentation on the new item format introduced in the 1.16.100.56 Minecr

### Event Functions

#### `swing`
#### swing
```jsonc
{
"example:swing_event": {
Expand All @@ -65,7 +65,7 @@ Better documentation on the new item format introduced in the 1.16.100.56 Minecr
}
```

#### `shoot`
#### shoot
Shoots a projectile when triggered
```jsonc
{
Expand All @@ -79,7 +79,7 @@ Shoots a projectile when triggered
}
```

#### `damage`
#### damage
```jsonc
{
"example:damage_event": {
Expand All @@ -91,7 +91,7 @@ Shoots a projectile when triggered
}
```

#### `decrement_stack`
#### decrement_stack
Decrements the stack
```jsonc
{
Expand All @@ -101,7 +101,7 @@ Decrements the stack
}
```

#### `add_mob_effect`
#### add_mob_effect
Adds a mob effect when triggered
```jsonc
{
Expand All @@ -116,7 +116,7 @@ Adds a mob effect when triggered
}
```

#### `remove_mob_effect`
#### remove_mob_effect
Removes a mob effect when triggered
```jsonc
{
Expand All @@ -129,7 +129,7 @@ Removes a mob effect when triggered
}
```

#### `transform_item`
#### transform_item
Transforms the item into the item specified
```jsonc
{
Expand All @@ -141,7 +141,7 @@ Transforms the item into the item specified
}
```

#### `teleport`
#### teleport
Teleports the target to a random location in the specified range
```jsonc
{
Expand All @@ -154,7 +154,7 @@ Teleports the target to a random location in the specified range
}
```

#### `sequence`
#### sequence
Used to sequence event functions
```jsonc
{
Expand All @@ -178,7 +178,7 @@ Used to sequence event functions
}
```

#### `randomize`
#### randomize
Used to randomize event functions
```jsonc
{
Expand All @@ -204,7 +204,7 @@ Used to randomize event functions
}
```

#### `run_command`
#### run_command
Used to execute commands
```jsonc
{
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3 changes: 1 addition & 2 deletions documentation/block-tags.md
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Expand Up @@ -6,11 +6,10 @@ badge_color: red
parent: Documentation
---

# Block Tags
Tags are used for various block properties. Block tags can be called when testing for block arguments in commands.
Some tags are prefixed with can_be, or can_hurt, one would expect these to have a boolan response.

# Block Tags

| BlockTags | Description |
|----------------------------|------------------------------------------------------------------------------------------------------------|
| can_be_broken_from_falling | |
Expand Down
2 changes: 1 addition & 1 deletion documentation/dummy-components.md
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Expand Up @@ -51,7 +51,7 @@ Bit dummies store a single bit of information. Namely `True` or `False`. For exa
| Bit | query.can_power_jump | minecraft:can_power_jump | Allows the entity to power jump like the horse does in vanilla. |
| Bit | query.is_ignited | minecraft:is_ignited | |

## Colors for the color and color2 components:
## Colors for the color and color2 components
- black
- blue
- brown
Expand Down
8 changes: 8 additions & 0 deletions documentation/particles.md
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Expand Up @@ -10,6 +10,7 @@ Here is the complete list of Bedrock particles. For some inexplicable reason, Be

And for some other inexplicable reason, it doesn't have autocomplete for these.

### Working particles
| minecraft:basic_flame_particle |
| minecraft:basic_portal_particle |
| minecraft:basic_smoke_particle |
Expand Down Expand Up @@ -65,6 +66,8 @@ And for some other inexplicable reason, it doesn't have autocomplete for these.
| minecraft:water_evaporation_bucket_emitter |
| minecraft:water_splash_particle_manual |

### Particles with issues

The following particles can be spawned, but might spam you with content log errors because they rely on variables that /particle cannot set:

| minecraft:arrow_spell_emitter |
Expand Down Expand Up @@ -98,6 +101,8 @@ The following particles can be spawned, but might spam you with content log erro
| minecraft:water_wake_particle |
| minecraft:wither_boss_invulnerable |

### Bubble particles

The following particles are various bubbles that only show up underwater. Some of them spam content log errors:

| minecraft:basic_bubble_particle |
Expand All @@ -119,13 +124,16 @@ The following particles are various bubbles that only show up underwater. Some o
| minecraft:squid_move_particle |
| minecraft:underwater_torch_particle |

### Permanent particles

The following particles are permanent and will not be removed once spawned until you exit the game:

| minecraft:mobflame_emitter |
| minecraft:nectar_drip_particle (1.14) |
| minecraft:phantom_trail_particle |
| minecraft:stunned_emitter |

## Broken particles
The following particles exist in-game but cannot be spawned because they require context that cannot be provided by `/particle` or are simply bugged:

| minecraft:block_destruct |
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6 changes: 3 additions & 3 deletions guide/custom-blocks.md
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Expand Up @@ -69,7 +69,7 @@ Let's create some more blocks in `BP/blocks`. I created these for four for the t
You can play around with changing the component values for each of these. Now let's move over to the resource definition.


# Custom block resource definition;
# Custom block resource definition
Unlike items(`RP/items/itemname.json`), all custom block resource definition happens in a single file: `RP/blocks.json`.

```jsonc
Expand Down Expand Up @@ -186,7 +186,7 @@ Next, all our texture shortnames have been defined. These shortnames were alread

But, we still have to define the `tut:flashing`'s texture(third from the left), which is currently undefined. That's why it appears as purple-and-black tiled texture right now.

## Block flipbook texture definition;
## Block flipbook texture definition
As you might have already guessed, flipbook texture shortnames are defined in a different place then `RP/textures/terrain_texture.json`. Let's create another file, `RP/textures/flipbook_textures.json`.

```jsonc
Expand Down Expand Up @@ -226,7 +226,7 @@ tile.tut:flashing.name=Block of Flashing Matter
___
___

## Your progress so far:
## Your progress so far
**What you've done:**
- [x] Learned about custom block behavior components;
- [x] Created a custom block with simple textures;
Expand Down
2 changes: 1 addition & 1 deletion guide/custom-entity-full.md
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Expand Up @@ -488,7 +488,7 @@ Don't worry if you didn't grasp something for the first time: coding entities is
___
___

# Your progress so far:
# Your progress so far

**What you've done:**
- Defined the resources of your entity, which you created previously.
Expand Down
2 changes: 1 addition & 1 deletion guide/custom-generation.md
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Expand Up @@ -354,7 +354,7 @@ That's pretty much it! Now you're able to generate your own custom Structures in
___
___

# Your progress so far:
# Your progress so far

**What you've done:**
- Created you very first biome.
Expand Down
2 changes: 1 addition & 1 deletion guide/custom-items.md
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Expand Up @@ -220,7 +220,7 @@ item.tut:meal.name=Meal
___
___

## Your progress so far:
## Your progress so far
**What you've done:**
- [x] Created a simple item
- [x] Created a custom food
Expand Down
2 changes: 1 addition & 1 deletion guide/custom-particles.md
Original file line number Diff line number Diff line change
Expand Up @@ -316,7 +316,7 @@ That's it! Turn up your Sound volume in Settings>Audio, spawn in your mobs, and
___
___

# Your progress so far:
# Your progress so far

**What you've done:**
- Learned to include Particles in Animations
Expand Down
2 changes: 1 addition & 1 deletion guide/custom-skin-packs.md
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Expand Up @@ -134,6 +134,6 @@ Exporting the pack is easy: simply zip everything in the SkinpackName folder and

___
___
## What you learned:
## What you learned
- Creating a custom Skin Pack and exporting it
- Defining skin and skinpack names in `.lang`
6 changes: 3 additions & 3 deletions guide/custom_trades.md
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Expand Up @@ -22,7 +22,7 @@ ___
A Trade Table is a file that controls an entity's trading UI and functionality. Vanilla example: Villager. As of right now, trading entities are often used to simulate UI blocks.
___
___
# Adding the trading AI to an entity:
# Adding the trading AI to an entity
This goal is accomplished via `minecraft:trade_table` or `minecraft:economy_trade_table` components. Both of them will open a trading UI from the given path, but the economy trades component has some more options referring to some Village and Pillage trading mechanics. Other AI goals you'll need are `minecraft:behavior.trade_with_player`, optionally `minecraft.behavior:trade_interest` (allows the mob to hold/offer an item) and, potentially, `"minecraft:trade_resupply": {}`.

For a simple trading UI, `trade_table` + `trade_with_player` components should do the trick.
Expand All @@ -44,7 +44,7 @@ If you don't feel confident with events and component groups, make sure you're f

**Note:** If you add the component in components, it will cause all kinds of problems, including blank trading UIs for all entities in the world. Because of an issue with the trading AI goals, they must be added in component groups. !!!

# Writing the Trade Table itself:
# Writing the Trade Table itself
The Trade Table syntax is somewhat similar to that of Loot Tables. It's located in any subfolder of BP/trades/. The trade table file name is important, since it's path is referenced/called in the behavior file. Let's break it up somewhat:

![](/assets/guide/trade_table_tree_1.png)
Expand Down Expand Up @@ -143,7 +143,7 @@ To some it all up, the Trades are divided into **Tiers**, which get unlocked whe

___
___
## Your progress so far:
## Your progress so far
**What you've done:**
- [x] Creating Trade Tables;
- [x] Adding the ability to trade to custom Entities;
Expand Down
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