From 38e363b37dff8c0827c5b702e1b62606b770602a Mon Sep 17 00:00:00 2001 From: SirLich Date: Sun, 25 Oct 2020 15:38:09 +0100 Subject: [PATCH] Standarize some h1, h2 code --- concepts/blocks.md | 28 +++++----- concepts/items.md | 22 ++++---- documentation/block-tags.md | 3 +- documentation/dummy-components.md | 2 +- documentation/particles.md | 8 +++ guide/custom-blocks.md | 6 +-- guide/custom-entity-full.md | 2 +- guide/custom-generation.md | 2 +- guide/custom-items.md | 2 +- guide/custom-particles.md | 2 +- guide/custom-skin-packs.md | 2 +- guide/custom_trades.md | 6 +-- guide/loot_tables-recipes-spawn_rules.md | 8 +-- guide/manifest-function-extension.md | 10 ++-- guide/render-controllers.md | 2 +- guide/software-preparation.md | 4 +- knowledge/style-guide.md | 7 +-- knowledge/the-editor.md | 69 ------------------------ knowledge/useful-links.md | 16 +++--- scripting/hello-world-tutorial.md | 10 ++++ 20 files changed, 80 insertions(+), 131 deletions(-) delete mode 100644 knowledge/the-editor.md diff --git a/concepts/blocks.md b/concepts/blocks.md index 23bca512..062bf52e 100644 --- a/concepts/blocks.md +++ b/concepts/blocks.md @@ -89,7 +89,7 @@ Adds a mob effect when triggered } ``` -#### `remove_mob_effect` +#### remove_mob_effect Removes a mob effect when triggered ```json { @@ -102,7 +102,7 @@ Removes a mob effect when triggered } ``` -#### `spawn_loot` +#### spawn_loot Summons a loot table when the event is triggered. ```jsonc { @@ -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 { @@ -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 { @@ -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 { @@ -149,7 +149,7 @@ Used to set a block relative to this blocks position } ``` -#### `run_command` +#### run_command Used to execute a command ```jsonc { @@ -161,7 +161,7 @@ Used to execute a command } ``` -#### `damage` +#### damage ```jsonc { "example:damage_event": { @@ -174,7 +174,7 @@ Used to execute a command } ``` -#### `decrement_stack` +#### decrement_stack Decrements the stack ```jsonc { @@ -184,7 +184,7 @@ Decrements the stack } ``` -#### `die` +#### die Kills the target or destroys the block ```json { @@ -196,7 +196,7 @@ Kills the target or destroys the block } ``` -#### `play_effect` +#### play_effect Runs a particle effect on the target ```json { @@ -209,7 +209,7 @@ Runs a particle effect on the target } ``` -#### `play_sound` +#### play_sound Plays a sound on the target ```json { @@ -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 { @@ -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 { @@ -259,7 +259,7 @@ Used to sequence event functions } ``` -#### `randomize` +#### randomize Used to randomize event functions ```jsonc { diff --git a/concepts/items.md b/concepts/items.md index e8733641..56d23e6b 100644 --- a/concepts/items.md +++ b/concepts/items.md @@ -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": { @@ -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 { @@ -79,7 +79,7 @@ Shoots a projectile when triggered } ``` -#### `damage` +#### damage ```jsonc { "example:damage_event": { @@ -91,7 +91,7 @@ Shoots a projectile when triggered } ``` -#### `decrement_stack` +#### decrement_stack Decrements the stack ```jsonc { @@ -101,7 +101,7 @@ Decrements the stack } ``` -#### `add_mob_effect` +#### add_mob_effect Adds a mob effect when triggered ```jsonc { @@ -116,7 +116,7 @@ Adds a mob effect when triggered } ``` -#### `remove_mob_effect` +#### remove_mob_effect Removes a mob effect when triggered ```jsonc { @@ -129,7 +129,7 @@ Removes a mob effect when triggered } ``` -#### `transform_item` +#### transform_item Transforms the item into the item specified ```jsonc { @@ -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 { @@ -154,7 +154,7 @@ Teleports the target to a random location in the specified range } ``` -#### `sequence` +#### sequence Used to sequence event functions ```jsonc { @@ -178,7 +178,7 @@ Used to sequence event functions } ``` -#### `randomize` +#### randomize Used to randomize event functions ```jsonc { @@ -204,7 +204,7 @@ Used to randomize event functions } ``` -#### `run_command` +#### run_command Used to execute commands ```jsonc { diff --git a/documentation/block-tags.md b/documentation/block-tags.md index 8e8425b1..505ee833 100644 --- a/documentation/block-tags.md +++ b/documentation/block-tags.md @@ -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 | | diff --git a/documentation/dummy-components.md b/documentation/dummy-components.md index 56832b67..8b4992df 100644 --- a/documentation/dummy-components.md +++ b/documentation/dummy-components.md @@ -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 diff --git a/documentation/particles.md b/documentation/particles.md index b3612bc2..3a99ed12 100644 --- a/documentation/particles.md +++ b/documentation/particles.md @@ -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 | @@ -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 | @@ -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 | @@ -119,6 +124,8 @@ 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 | @@ -126,6 +133,7 @@ The following particles are permanent and will not be removed once spawned until | 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 | diff --git a/guide/custom-blocks.md b/guide/custom-blocks.md index bb44b17b..e0adabd1 100644 --- a/guide/custom-blocks.md +++ b/guide/custom-blocks.md @@ -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 @@ -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 @@ -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; diff --git a/guide/custom-entity-full.md b/guide/custom-entity-full.md index b31c450c..5a3d91fe 100644 --- a/guide/custom-entity-full.md +++ b/guide/custom-entity-full.md @@ -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. diff --git a/guide/custom-generation.md b/guide/custom-generation.md index 6d4e0f24..f48a4bea 100644 --- a/guide/custom-generation.md +++ b/guide/custom-generation.md @@ -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. diff --git a/guide/custom-items.md b/guide/custom-items.md index 7e5485c3..ff272c15 100644 --- a/guide/custom-items.md +++ b/guide/custom-items.md @@ -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 diff --git a/guide/custom-particles.md b/guide/custom-particles.md index f865a4dd..413520b3 100644 --- a/guide/custom-particles.md +++ b/guide/custom-particles.md @@ -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 diff --git a/guide/custom-skin-packs.md b/guide/custom-skin-packs.md index 22f325a0..11d5aef9 100644 --- a/guide/custom-skin-packs.md +++ b/guide/custom-skin-packs.md @@ -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` diff --git a/guide/custom_trades.md b/guide/custom_trades.md index a6198f16..d7d4fb98 100644 --- a/guide/custom_trades.md +++ b/guide/custom_trades.md @@ -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. @@ -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) @@ -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; diff --git a/guide/loot_tables-recipes-spawn_rules.md b/guide/loot_tables-recipes-spawn_rules.md index 9895984e..88131272 100644 --- a/guide/loot_tables-recipes-spawn_rules.md +++ b/guide/loot_tables-recipes-spawn_rules.md @@ -410,7 +410,7 @@ After b1.16.100 also accepts tags of custom benches. Let's look through some recipe-specific syntax next. -### This is a smelting recipe. +### Smelting recipe example ```jsonc { @@ -438,7 +438,7 @@ Let's look through some recipe-specific syntax next. - "`output`": the item that the furnace outputs after smelting. -### This is a shaped recipe +### Shaped recipe example ```jsonc { "format_version": "1.12", @@ -473,7 +473,7 @@ Let's look through some recipe-specific syntax next. - "`key`" defines each character to mean an item. Here, 'P' means a Wooden Shovel and '`#`' means a '`planks`' block with aux value `4`, which is the Acacia Planks block. - "`result`" means same as output. Her it's an Acacia Boat('`boat`' with aux id `4`). -### These are shapeless recipes. +### Shapeless recipe example ```jsonc { @@ -607,7 +607,7 @@ Spawn rules define how vanilla Entities and custom entities spawn. In the next c ___ ___ -## Your progress so far: +## Your progress so far **What you've done:** - [x] Learned to create Loot Tables; - [x] Learned to create custom Recipes of different types; diff --git a/guide/manifest-function-extension.md b/guide/manifest-function-extension.md index f5038316..c603f651 100644 --- a/guide/manifest-function-extension.md +++ b/guide/manifest-function-extension.md @@ -25,7 +25,7 @@ ___ A manifest is a file that defines your pack to Minecraft. It stores all sorts of important info about your pack. Like all other code files in your pack, it's written in JSON [Java Script Object Notation].\ -### **JSON Syntax Rules:** +### **JSON Syntax Rules** - **Data is in name/value pairs;** - **Data is separated by commas;** - **Curly braces hold objects;** @@ -146,7 +146,7 @@ If you have done everything correctly, your packs should show up in Minecraft no ![](/assets/guide/behavior_pack_existing.jpg) ___ -## Creating your testing world. +## Creating your testing world Now to create a testing world to test your new add-on! 1. Click "**Create new world**"; @@ -167,7 +167,7 @@ Now activate your behavior pack. If you haven't set up dependencies in the manif _____________ ___ -## .mc file extensions; +## .mc file extensions Now it's time to talk about some file extensions you'll be using during the development. ___ ### .mcstructure @@ -179,7 +179,7 @@ ___ An `.mcfunction` file is a file holding a function, a.k.a a bundle of commands.. Let's create one in `BP/functions/`. VSC will treat it like a normal .txt file. Let's name the new text file `diamond_tools.mcfunction` and write a set of simple *slash commands*[but without slashes(`/`)], which can otherwise be executed from in-game chat, like these: ![.mcstructure in VSC](/assets/guide/function_code.jpg) -##### Note: if a command's syntax in the function is incorrect, the function won't parse. Watch your *content log* for errors. +##### Note: if a command's syntax in the function is incorrect, the function won't parse. Watch your *content log* for errors Now you can run the function by typing `/function diamond_tools` (*`/function {filename}`*) in the in-game chat! ![function in-game](/assets/guide/function_in_game.jpg) @@ -190,7 +190,7 @@ Next up are `.mcpack` files. These are used to *import external add-ons*. To cre ![](/assets/guide/transpiled_mcpack.png) What if you want both your resource pack and your behavior pack to be imported at once? Make both `.mcpacks`, then select them and choose `send to>compressed(zipped) folder`. Then change `.zip` to `.mcaddon`. Done! -##### Note: Some external programs like AJG and bridge do that automatically. +##### Note: Some external programs like AJG and bridge do that automatically *Note: same method can be used to compile a world folder from com.mojang/minecraftWorlds and changing the `.zip` to `.mcworld`. On Win10 devices one can click "*Export world*" in the world settings to achieve the same result. `.mcworld`s usually include all add-ons applied (as long as they come from `..._packs`.).* ___ diff --git a/guide/render-controllers.md b/guide/render-controllers.md index 5296a32c..80e268a1 100644 --- a/guide/render-controllers.md +++ b/guide/render-controllers.md @@ -221,7 +221,7 @@ ___ ___ -# Your progress so far: +# Your progress so far **What you've done:** - Learned -a lot- everything about Render Controllers; diff --git a/guide/software-preparation.md b/guide/software-preparation.md index d4d6b8a1..1a58fc82 100644 --- a/guide/software-preparation.md +++ b/guide/software-preparation.md @@ -21,7 +21,7 @@ badge_justification: left ___ -## Downloading the software. +## Downloading the software In order to be able to code add-ons you'll need a certain set of software installed. While Windows 10 offers the largest variet of tools, alternatives can be found on other platforms, including mobile. @@ -150,7 +150,7 @@ The most important thing to check all the time are the official documentations. ___ ___ -## Your progress so far: +## Your progress so far **What you've done:** - [x] Installed the necessary software; diff --git a/knowledge/style-guide.md b/knowledge/style-guide.md index 14ae9fce..f4c0f4af 100644 --- a/knowledge/style-guide.md +++ b/knowledge/style-guide.md @@ -23,7 +23,7 @@ No spaces in your file paths. `use_underscores`. No `CAPITALS` in your identifiers, file names, or folder names, except at the top level. -## File and Folder names: +## File and Folder names | Concept | Example Identifier | |----------------------|----------------------------| @@ -44,7 +44,7 @@ No `CAPITALS` in your identifiers, file names, or folder names, except at the to | Particles | dragon_magic.particle.json | | Texture | dragon.png | -## Namespaces: +## Namespaces A good namespace is completely unique to you. Something like `mob` or `cars` or `content` or `custom` would be a **bad** namespace, since another developer might come up with the same namespace as you. @@ -52,7 +52,7 @@ For personal projects, use a convenient version of your player name, and for tea When multiple developers work a project together, the namespace should always be shared. If credit is required, use sub-indexing: `sapphire.sirlich:dragon` -## Sub-indexing: +## Sub-indexing Sub indexing is the use of `.` to separate chained concepts. Sub-indexing should go in descending order from big to small: @@ -100,6 +100,7 @@ All animations for a specific entity should be grouped together into one file fo | RPAC | Resource Pack Animation Controller | | BPAC | Behavior Pack Animation Controller | | BB | Blockbench | +| EZ | Element Zero | diff --git a/knowledge/the-editor.md b/knowledge/the-editor.md deleted file mode 100644 index 3c765e24..00000000 --- a/knowledge/the-editor.md +++ /dev/null @@ -1,69 +0,0 @@ ---- -layout: page -title: The Editor -parent: Knowledge -nav_exclude: true -search_exclude: true ---- - -# The Editor - -
- - Table of contents - - {: .text-delta } -1. TOC -{:toc} -
- -The coding world is filled with editors. Ranging from command-line tools like VIM or Emacs, all the way up to full IDEs such as InteliJ or Eclipse. - -For editing JSON files, something in the middle is probably the best. Something that offers you a good amount of power, without the bloat of a full on IDE. - -## Features to Look For: - - - **Opening Folders:** When editing Addons, it is very convenient to open an entire folder as a project, instead of just individual files. This allows you to edit the files in both the Behavior Pack and Resource Pack at the same time, and quickly switch between tasks. - - **Json Linting/Prettify:** Linting is the ability to validate code as correct in real-time. Linting for json will mark things like missing commas, misplaced parens, or other formatting issues so that you can fix them. [Linting can also be found online](https://jsonlint.com/), but having real-time linting built directly into your editor is very much preferred. - - **Built in Terminal:** I find a terminal built into my editor to be very useful. I often use python scripting to supplement my workflow, and having easy access to a terminal speeds up that workflow. - -## VSCode -For those who want a more bare-bones editor, I recommend using Microsoft Studio Code. It contains all of the features I that I feel are important, and it contains little/no bloat. - -`Warning:` Do not accidentally install Microsoft Visual *Studio*. This is a different Editor, and not advised. - -[VSCode can be found at this link.](https://code.visualstudio.com/) - -### Setting it up: -Many packages exist for VSCode that make editing addons easier: - - [Blockceptions Minecraft Bedrock Development](https://marketplace.visualstudio.com/items?itemName=BlockceptionLtd.blockceptionvscodeminecraftbedrockdevelopmentextension) - - [.mcfunction support](https://marketplace.visualstudio.com/items?itemName=arcensoth.language-mcfunction) - - [.lang support](https://marketplace.visualstudio.com/items?itemName=zz5840.minecraft-lang-colorizer) - - [Bedrock Definitions](https://marketplace.visualstudio.com/items?itemName=destruc7i0n.vscode-bedrock-definitions) - - [Prettt-json](https://marketplace.visualstudio.com/items?itemName=mohsen1.prettify-json) - - [Spell Checker (for writing wiki)](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker) - - [Snowstorm Particle Editor](https://marketplace.visualstudio.com/items?itemName=JannisX11.snowstorm) - - [Bracket Pair Colorizer](https://marketplace.visualstudio.com/items?itemName=CoenraadS.bracket-pair-colorizer-2) - - [UUID Generator](https://marketplace.visualstudio.com/items?itemName=netcorext.uuid-generator) - -## bridge. -For those new to addons, or for those who want more support while creating addons, I recommend bridge. - -[bridge.](https://bridge-core.github.io/) is an Editor designed specifically for editing _Minecraft_ add-ons. It has some very powerful features, such as auto-completions, file validation, and easy creation of new packs. - -If you choose to use bridge., you should be aware that it is a application that you benefit most from when you use it exclusively for editing your addon. Switching between a different editor and bridge. creates a bit of an overhead in your workflow (more later). The program builds up a knowledge base of your files as you use the editor. This enables very fast and dynamic auto-completions and file validation but also means that all of your files are cached in the background by default. There are two ways to workaround Bridge's caching strategy: -1) Increase or remove the `bridge-file-version: #11` comment the app leaves in your files after editing a file without bridge. -2) Add files that you want to edit without bridge. to a `.no-cache` file at the root of your behavior pack - -Due to the nature of the file versioning system, most scripts and tools will continue to work as expected. - -For further guidance on the editor, feel free to contact [solvedDev](https://twitter.com/solvedDev). bridge. also has an [official Discord server](https://discord.gg/wcRJZN3), with announcements, plugin discussion, add-on help, and more. - -## CoreCoder -[CoreCoder](https://hanprog.itch.io/core-coder/) is a new addon editing paid app. You can find out more on the webpage. - -## Recommendations from community members: -## Other good editors: - - Sublime text - - Notepad++ - - Atom diff --git a/knowledge/useful-links.md b/knowledge/useful-links.md index c34a99d9..a610a5a3 100644 --- a/knowledge/useful-links.md +++ b/knowledge/useful-links.md @@ -17,10 +17,10 @@ parent: Knowledge There is loads of useful information about Bedrock Development online, but sometimes it is hard to find! We will do our best to keep this list up to date as we continue to find useful content. -## Tutorials: +## Tutorials - [Beginners Guide](https://guide.bedrock.dev/) -## Discord Links: +## Discord Links - [Bedrock Wiki](https://discord.gg/XjV87YN) - [Minecraft Commands](https://discord.gg/QAFXFtZ) - [Blockbench](http://discord.gg/fZQbxbg) @@ -30,7 +30,7 @@ There is loads of useful information about Bedrock Development online, but somet - [Skill Share](https://discord.gg/sZ7fkcN) - [Amulet](https://discord.gg/dSnwqQf) -## Software: +## Software - [Bridge Addon Editor](https://bridge-core.github.io/) - [Blockbench: A boxy 3D model editor](https://blockbench.net/) - [Bedrock Chunk Generator](http://www.brightmoore.net/builds/bedrockchunkgenerator) @@ -57,7 +57,7 @@ There is loads of useful information about Bedrock Development online, but somet - [.lang](https://solveddev.github.io/AnyLanguage/) - [Anvil Behavior Generator (beta)](https://anvil.starktma.com/) -## Documentation Links: +## Documentation Links - [Official Documentation](https://minecraft.gamepedia.com/Add-on) - [TheDestruc7i0n Documentation - bedrock.dev](https://bedrock.dev/) - [Trade Tables](https://minecraft.gamepedia.com/Bedrock_Edition_function/loot_tables/trade_tables_documentation) @@ -68,7 +68,7 @@ There is loads of useful information about Bedrock Development online, but somet - [Format Versions](https://gist.github.com/Tschrock/e6615f93f0db82ef30ada63f9ad670ac) - [Loot- and Trade Table functions Doc](https://minecraft.gamepedia.com/Bedrock_Edition_function/loot_tables/trade_tables_documentation) -## Vanilla Behavior & Resource Packs: +## Vanilla Behavior & Resource Packs - [Vanilla Resource Pack](https://aka.ms/resourcepacktemplate) - [Vanilla Behavior Pack](https://aka.ms/behaviorpacktemplate) - [Vanilla Beta Resource Pack](https://aka.ms/MinecraftBetaResources) @@ -76,17 +76,17 @@ There is loads of useful information about Bedrock Development online, but somet - Other - [Beginners Guide template packs](https://github.com/SirLich/bedrock-wiki/tree/gh-pages/assets/guide/template_packs) -## Scripting Resources: +## Scripting Resources - [Timer Utility](https://github.com/WavePlayz/Bedrock-Scripting-API/tree/master/utility/Timer) - [Get Block Details](https://github.com/WavePlayz/Bedrock-Scripting-API/tree/master/utility/getBlockDetails) - [Events](https://gist.github.com/jocopa3/5f718f4198f1ea91a37e3a9da468675c) - [Get Started](https://minecraft-addon-tools.github.io/tutorials/) -## Shader Resources: +## Shader Resources - [The book of Shaders](https://thebookofshaders.com/) - [Lean OpenGL](https://learnopengl.com/) -## Other useful Links: +## Other useful Links - [UUID v4 Generator (online)](https://www.uuidgenerator.net/version4) - [Bucket of Crabs (Marketplace joblist)](https://www.bucketofcrabs.net/) - [Minecraft Marketplace](https://www.minecraft.net/en-us/catalog) diff --git a/scripting/hello-world-tutorial.md b/scripting/hello-world-tutorial.md index 542a4cf2..0e92d98f 100644 --- a/scripting/hello-world-tutorial.md +++ b/scripting/hello-world-tutorial.md @@ -6,6 +6,16 @@ parent: Scripting # Hello World Tutorial + +
+ + Table of contents + + {: .text-delta } +1. TOC +{:toc} +
+ This tutorial will teach you how to get up and running as a Minecraft Bedrock Edition (Windows 10) script modder! ## Prerequisites