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# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Skyrim Project Optimization - Full Version.esm
Unofficial Skyrim Legendary Edition Patch.esp
ApachiiHair.esm
RaceCompatibility.esm
addItemInventory = function(par1int, par2int, par3int){return;};
bl_setMobSkin = function(par1Object, par2String){return;};
bl_spawnMob = function(par1double, par2double, par3double, par4int, par5String){return;};
clientMessage = function(par1String){return;};
explode = function(par1double, par2double, par3double, par4double, par5boolean){return;};
getCarriedItem = function(){return;};
getLevel = function(){return;};
getPitch = function(par1Object){return;};
getPlayerEnt = function(){return;};
getPlayerX = function(){return;};
@nasapierce
nasapierce / RenderHelper.js
Created January 21, 2016 02:15
Desc. blah blah foo text here hello, world!
//Custom Render Type
//create more, just copy and paste
function addMyRenderType(renderer) {
//the scale of the model, to make it smaller, make it negitive
var var2 = 0;
//the model of the render
var model = renderer.getModel();
//the part of the model clear the part
var head = model.getPart("head").clear();
@nasapierce
nasapierce / Blocklauncher 1.11.3 AIDE helper.js
Created January 20, 2016 22:07
This puts a file named 'const' in your world file, it has all the constants values and array definition for AIDE Web
//This file is made by Me, Manasseh Pierce
//Twitter: @pierce_manasseh
//Use this in AIDE Web in a JavaScript project for auto complete features
var addItemInventory = function(par1int, par2int, par3int){return;};
var bl_setMobSkin = function(par1Object, par2String){return;};
var bl_spawnMob = function(par1double, par2double, par3double, par4int, par5String){return;};
var clientMessage = function(par1String){return;};
var explode = function(par1double, par2double, par3double, par4double, par5boolean){return;};
var getCarriedItem = function() {return;};
@nasapierce
nasapierce / BoatArrows.js
Created January 19, 2016 22:22
Shoots boats, not arrows!
function entityAddedHook(entity) {
if(Entity.getEntityTypeId(entity) == EntityType.ARROW) {
var entity2 = Level.spawnMob(Entity.getX(entity), Entity.getY(entity), Entity.getZ(entity), EntityType.BOAT);
Entity.setVelX(entity2, Entity.getVelX(entity));
Entity.setVelY(entity2, Entity.getVelY(entity));
Entity.setVelZ(entity2, Entity.getVelZ(entity));
Entity.remove(entity);
}
}
@nasapierce
nasapierce / Fallout 4 Pip-Boy in CSS.markdown
Created November 22, 2015 13:11
Fallout 4 Pip-Boy in CSS
@nasapierce
nasapierce / items.json
Created November 3, 2015 18:55
MCPE 0.13.0.b1 items.json
[
{
"name": "apple",
"id": 4,
"icon": "apple",
"category": "Miscellaneous",
"use_animation": "eat",
"use_duration": 32,
"food": {
//create a new array to store our surface tile data in
var surfaceTiles = new Array;
/* ModPE.GenerateSurfaceTile
## This allows a block to be generated on the surface, like a block
parameters:
blockID {Number} Integer : The ID to generate
blockData {Number} Integer : The Data to generate
maxDistanceFromPlayer {Number} Integer : The farthest to generate from the players location (random between 0 and Input)
maxPatchSize {Number} Integer : The max size of the patch, 5 will be 5x5