| Object | Visible When Hovered | Accepts Name Tag | Transfers from Item (Rename with Anvil) |
Transfers to Item (When Broken) |
|---|---|---|---|---|
| Mob (Spawn Egg) | ✅ Java ✅ Bedrock |
✅ Java ✅ Bedrock |
✅ Java ✅ Bedrock |
N/A |
| Armor Stand | ❌ Java - MC-86164 ✅ Bedrock |
✅ Java ✅ Bedrock |
✅ Java ❌ Bedrock |
✅ Java ❌ Bedrock |
| Painting | ✅ Java ❌ Bedrock |
❌ Java ❌ Bedrock |
✅ Java ❌ Bedrock |
✅ Java ❌ Bedrock |
| Item Frame | ❌ Java ❌ Bedrock |
❌ Java ❌ Bedrock |
✅ Java ❌ Bedrock |
✅ Java ❌ Bedrock |
| Cushion | ✅ Java ❌ Bedrock - MCPE-240730 |
❌ Java ❌ Bedrock |
✅ Java ❌ Bedrock |
✅ Java ❌ Bedrock |
| Boat | ✅ Java ✅ Bedrock |
❌ Java ❌ Bedrock |
✅ Java ✅ Bedrock |
✅ Java ✅ Bedrock |
| Minecart | ✅ Java ✅ Bedrock |
❌ Java ❌ Bedrock |
✅ Java ✅ Bedrock |
✅ Java ✅ Bedrock |
| End Crystal | ✅ Java❌ Bedrock | ❌ Java❌ Bedrock | ❌ Java❌ Bedrock | N/A |
| give @s white_dye[block_transformer=[{sound:"item.dye.use",block_state_provider:{type:"rule_based_state_provider",rules:[{if_true:{type:"matching_blocks",blocks:["orange_wool","magenta_wool","light_blue_wool","yellow_wool","lime_wool","pink_wool","gray_wool","light_gray_wool","cyan_wool","purple_wool","blue_wool","brown_wool","green_wool","red_wool","black_wool"]},then:{type:"simple_state_provider",state:{Name:"white_wool"}}},{if_true:{type:"matching_blocks",blocks:["orange_carpet","magenta_carpet","light_blue_carpet","yellow_carpet","lime_carpet","pink_carpet","gray_carpet","light_gray_carpet","cyan_carpet","purple_carpet","blue_carpet","brown_carpet","green_carpet","red_carpet","black_carpet"]},then:{type:"simple_state_provider",state:{Name:"white_carpet"}}},{if_true:{type:"matching_blocks",blocks:["orange_wool_slab","magenta_wool_slab","light_blue_wool_slab","yellow_wool_slab","lime_wool_slab","pink_wool_slab","gray_wool_slab","light_gray_wool_slab","cyan_wool_slab","purple_wool_slab","blue_wool_slab","bro |
| scoreboard objectives add shuffle dummy | |
| summon item_display ~ ~ ~ {UUID:[I;1893057366,1621903990,-1122899821,562243024]} | |
| execute store result score temp shuffle run random value 0..8 | |
| item replace entity 70d5c356-60ac-4a76-bd11-e893218325d0 contents from entity @s hotbar.8 | |
| execute if score temp shuffle matches 0 run item replace entity @s hotbar.8 from entity @s hotbar.0 | |
| execute if score temp shuffle matches 1 run item replace entity @s hotbar.8 from entity @s hotbar.1 | |
| execute if score temp shuffle matches 2 run item replace entity @s hotbar.8 from entity @s hotbar.2 | |
| execute if score temp shuffle matches 3 run item replace entity @s hotbar.8 from entity @s hotbar.3 | |
| execute if score temp shuffle matches 4 run item replace entity @s hotbar.8 from entity @s hotbar.4 |
.brarchive is a simple uncompressed text archive format Bedrock decided to invent for some reason. It stores the contents of a single directory.
The binary format of the file is as follows:
The file begins with a 16-byte header containing metadata.
- 8 bytes: Magic number. Always equals
7d2725b1a0527026. - 4 bytes: Little-endian integer. Number of entries in the archive.
Selector arguments can optionally have two requirements: requiring only players, and requiring only a single target. Here are some examples of arguments of each type:
- Only players:
/give <targets> - Only a single target:
/damage <target> - Only a single player:
/xp query <target> - Any number of any entities:
/kill <targets>
As is well-known, each selector type has default "implicit" arguments. All behavior below will be described in terms of these arguments, not the base selectors themselves.
@p,@a, and@rhave an implicittype=player, and will fail to parse if given a differenttype.
The following characters have special behavior in Minecraft, and care should be taken when retexturing them in a custom font:
Unusable
\u0000: NULL �- This character cannot be included in a bitmap font, since it's used as a placeholder to skip certain cells of the texture grid.
\u000a: LINE FEED ⏎- This character can be retextured and appear in text that does not support multiple lines. In chat, it will be invisible and cause a line break.
\u0025: PERCENT SIGN %- This character is used for text insertions when using
translateandwith, so it could be unexpectedly replaced if used unintentionally.
- This character is used for text insertions when using
\u00a7: SECTION SIGN §
hasitem={location=slot.weapon.mainhand}
hasitem={location=slot.weapon.mainhand,quantity=0}
- Doesn't work:
itemmust be specified
hasitem={location=slot.weapon.mainhand,item=air}
hasitem={location=slot.weapon.mainhand,item=air,quantity=1..}
- Doesn't work: doesn't find player with empty hand or with filled hand
| 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 = {} |
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.
Beta 1.9 Prerelease 5
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 |