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更新1.2.9.4正式版
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SuperIceCN committed Jun 12, 2021
1 parent 692678e commit 0b66772
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<div class="alert alert-success alert-dismissible fade show" style="z-index: 1;">
<button type="button" class="close" data-dismiss="alert">&times;</button>
<strong translate="yes">BlocklyNukkit.jar最新版是1.2.9.3(5/4更新)</strong>
<strong translate="yes">BlocklyNukkit.jar最新版是1.2.9.4(6/12更新)</strong>
</div>
<div style="width: 100%; position: absolute; top: 5.519vw ; left: 0 ; bottom: 0;">
<pre style="width: 19.9vw;height: 98vh-5.519vw;height: 100%;font-weight: bold;"><code class="language-javascript" id="jspreview" style="word-wrap:break-word;word-break:break-all;"></code></pre>
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16 changes: 15 additions & 1 deletion jsdocument.md
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|createHttpServer|int port|boolean|在指定端口上创建http服务器|
|startHttpServer|int port|void|启动指定端口上已经创建了的http服务器|
|attachHandlerToHttpServer|int port,String path,String functionName|boolean|在指定端口的http服务器上绑定请求处理器,当请求path路径时该处理器被调用,路径指去掉域名和端口后面,?的前面的部分,以/开头,返回是否绑定成功|
|isPowerNukkit|void|boolean|是否运行在PowerNukkit上|


### algorithm基对象
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|setItemColor|Item item,int r,int g,int b|void|设置物品item的自定义颜色|
|setItemUnbreakable|Item item,boolean unbreakable|void|设置物品item是否不可破坏|
|registerSolidBlock|int id,String name,double hardness,double resistance,int toolType,boolean isSilkTouchable,int dropMinExp,int dropMaxExp,int mineTier|void|注册固体方块,参数分别为方块id(只能覆写教育版方块),方块名称,方块硬度,方块抗爆炸度,挖掘工具,是否受精准采集影响,最小掉落经验,最大掉落经验,挖掘等级,方块硬度越大挖掘时间越长,抗爆炸度越高越不容易被炸,挖掘工具0-无,1-剑,2-铲,3-镐,4-斧,5-剪刀,挖掘等级0-空手,1-木,2-金,3-石,4-铁,5-钻石|
|registerSimpleItem|int id,String name|void|注册简单的物品堆,只能覆写教育版物品|
|addFishingResult|String type,Item item,double chance|void|添加钓鱼产物,type为新增产物种类,item是产物物品,changce是概率权重,type可以取TREASURES;宝藏;JUNKS;垃圾;FISHES;鱼类,中英文皆可|
|registerSimpleItem|int id,String name,int stackSize,String type,boolean isDisplayAsTool,boolean canOnOffhand|void|注册自定义简单物品,id为新物品id,stackSize为最大堆叠数量,name为新物品注册名(仅小写英文和下划线),type为种类(可选construction nature equipment items),canOnOffhand是否能装备在副手|
|registerToolItem|int id,String name,String toolType,int toolTier,int durability,int attackDamage,boolean canOnOffhand|void|注册自定义工具物品,id为新物品id,name为新物品注册名(仅小写英文和下划线),toolType为种类(可选sword shovel pickaxe axe hoe),toolTier挖掘等级(0-空手,1-木,2-金,3-石,4-铁,5-钻石,6-下界合金),durability为耐久值,attackDamage为攻击伤害|
|registerDrinkItem|int id,String name,int stackSize,int nutrition,int drinkTime,boolean canOnOffhand|void|注册自定义饮品,id为新物品id,name为新物品注册名(仅小写英文和下划线),stackSize为最大堆叠数量,nutrition为恢复饥饿值,drinkTime为饮用时间|
|registerFoodItem|int id,String name,int stackSize,int nutrition,int drinkTime,boolean canOnOffhand|void|注册自定义食物,id为新物品id,name为新物品注册名(仅小写英文和下划线),stackSize为最大堆叠数量,nutrition为恢复饥饿值,drinkTime为食用时间|
|registerArmorItem|int id,String name,String armorType,int armorTier,int durability,int armorPoint,boolean canOnOffhand|void|注册自定义盔甲,id为新物品id,name为新物品注册名(仅小写英文和下划线),armorType为种类(可为helmet chest leggings boots),armorTier盔甲等级(0-无,1-皮革,2-铁,3-锁链,4-金,5-钻石,6-下界合金),durability为耐久值,armorPoint为盔甲值|
|addItemTexture|int id,String path|void|添加新的物品材质,id为物品id,path为材质图片路径|
|addArmorTexture|int id,String inventoryPath,String modelPath|void|添加新的盔甲材质,id为物品id,inventoryPath为物品栏材质,modelPath为穿着后模型材质|
|addItemChineseTranslation|int id,String name|void|为id物品添加中文翻译|
|addItemEnglishTranslation|int id,String name|void|为id物品添加英文翻译|
|addResourcePackJsonEntry|String entry,String json|void|为材质包中entry路径添加json内容|
|addResourcePackPictureEntry|String entry,String path|void|为材质包中entry路径添加服务器上path路径上的图片|


### database基对象
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|buildNPC|Position pos,String name,String skinID|BNNPC|构建一个NPC,位置在于pos,名称为name,皮肤为skinID的皮肤|
|buildNPC|Position pos,String name,String skinID,int calltick,String callfunction|BNNPC|构建一个NPC,位置在于pos,名称为name,皮肤为skinID的皮肤,每隔calltick刻调用一次callfunction函数,注入参数bnnpc实体,当前tick|
|buildNPC|Position pos,String name,String skinID,int calltick,String callfunction,String attackfunction|BNNPC|同上,被打时调用attackfunction函数名的函数,转入参数bnnpc实体|
|buildModel|Position pos,String modelSkinID,double length,double width,double height,double scale,String tickCallback,int callTick,String attackCallback,String interactCallback|BNModel|在pos构建一个4d皮肤展示模型|
|皮肤skinID,即为./plugins/BlocklyNukkit/skin文件夹下面的皮肤文件名字|无后缀名,3D皮肤直接输入png文件名字,4D皮肤需要将json文件命名为与png文件相同的名字|详见BN专有对象方法文档中的BNNPC章节|
|showFloatingItem|Position pos,Item item|void|在pos处展示item浮空物品|
|removeFloatingItem|Position pos,Item item|void|取消在pos处item的浮空物品展示|
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|方法名|参数|返回值|解释|
|-----|-----|-----|----|
|addInv|boolean d, Array<Item> i,String n|Inventory|构建虚拟标题n的物品栏,d控制是否大箱子,i是物品栏的物品列表|
|addHopperInv|Array<Item> i, String n|Inventory|构建虚拟标题n的漏斗物品栏,i是物品栏的物品列表|
|getItemsInInv|Inventory inv|Array|获取inv的所有物品|
|showFakeInv|Player player,Inventory inv|void|向玩家player展示物品栏inv|
|editInv|Inventory inv, Array<Item> item|Inventory|设置物品栏inv的物品为item|
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|clearChunk|Position pos|void|清空pos所在的区块|
|regenerateChunk|Position pos|void|重新生成pos所在的区块|
|defineChunkRenderByName|String forLevel,String callback,int priority/void|void|forLevel是渲染器能够渲染的指定世界名称,callback是渲染器回调函数,priority是优先级,优先级越大先调用,不填默认为0|
|defineChunkRenderAll|String callback,int priority/void|void|callback是渲染器回调函数,priority是优先级,优先级越大先调用,不填默认为0|
|drawPic|Position pos1,Position pos2,String img,int faceData|void|从pos1到pos2绘制img路径上的图片,faceData指定物品展示框的朝向,pos1和pos2必须在同一垂直面上|


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2 changes: 1 addition & 1 deletion version.txt
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1.2.9.3
1.2.9.4

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