RedWire's Plugin is a thing that I've been using mostly to help with my own mod-making experience. Hopefully, some of the additions from this plugin will be useful to other people :)
Supported plugin versions:
Forge 1.19.2, Forge 1.19.4, Forge 1.20.1, NeoForge 1.20.4, NeoForge 1.20.6, NeoForge 1.21.1, NeoForge 1.21.4, NeoForge 1.21.8
For info on most procedures and other stuff, check this file
Changelog
for the full list of changes, check this file
v6.0.7
Fixed Builder.sourceEntity(Entity) in PlaceholderEvent not properly setting sourceEntity (woops)Changed extras to allow it to be part of Builder
v6.0.6
Changed most PlaceholderEvent private final fields to public final (and removed the getter methods)Added a public extras Map field to pass any optional arguments not listed
v6.0.5
Removed x, y, and z fields from PlaceholderEvent in replacement for Vec3 posAdded damagesource, direction, and dimension dependencies to the Placeholder event
v6.0.4
Moved all UUID-related procedures (except for get entity from string UUID) over tomy new pluginAdded data procedure "Remove ".copy()" from itemstack code [itemstack]"Slightly changed text of "Directly set itemstack [var] to [itemstack]" to clarify that it removes ".copy()" from its codeAdded "event" Placeholder Event. This does not exist in normal means, and is only really there if you wish to use the blockly UI in procedures whilst executing said procedure somewhere else (or modify the cancel behavior) in custom code.
Comments
get key that keybind don't work, and how u think is need work? is need if pressed- return true, and equals to questions, if get key that keybind "Attack/Destroy (u is write what is a not "a,b,c, lmb or something)" = true
then return procedure
ITS NEED
if get key that keybind "Attack/Destroy" is assigned to = true
true = execute command "say 1" in the name of Event/Target entity
false - ignore procedure
what u do - idk, but its not work, and is a very nice reason to fix plugin, or pls write TRUE instruction
if you know how to use basic code for code blocks, the thing to get invulnerablity time is "entity.invulnerableTime"
so if you wanna grab that value, you can use "Set number [variable name] to" and put "entity.invulnerableTime" with a code snippet
to change it, use the other custom code snippet. for example if I wanna change it to 0 to make an entity able to be hurt again, simply do "entity.invulnerableTime = 0;"
Oh sorry, I said something stupid, I realized there was no longer support for 1.20.1. I'm glad you backtracked on that decision, 1.20.1 is still widely used.