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Implement client behaviour packs #1879
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Update Sound enum and ParticleEffect enum to 1.17.0 (CloudburstMC#1861)
* Duplicate loading logic for behaviour packs from new folder "client_behaviour_packs" * Add pack type detection using its modules' types * Add scripting = true if a behaviour pack contains .js files
Please excuse @belohnung 's commits, they don't seem to affect my diff. |
Adds language keys used by CloudburstMC/Nukkit#1879
Do you have an example behavior pack this can be tested with? Also maybe it could be a good idea to bump the API version. |
Not one to post here. |
Behaviour packs is applies by client? I can create behaviour pack with changed stack size of, e.x. golden apple and it can be work? |
This only supports client features and doesn't affect server logic. |
Is this still maintained or going to be tested? |
Overview
client_behavior_packs
in the data folder.resource_packs
as before, and Behavior Packs belong inclient_behavior_packs
metadata.json:modules[n].type
scripting
flag in the resource data info packet, the server now reads the zip's entry list and sets this flag totrue
is a file ending with.js
was foundMotivation
ScriptCustomEventPacket
etc. to trigger client-side JavaScript (on Win10, where scripts are supported).Testing
This PR was tested to work in the following cases (meaning players could join and download and display the packs):
(tested on android and win)
furthermore:
Problems
New language keys
Further ideas
It may make sense to check if a client supports scripting, and if not, set
scripting
to false in the resource info packet.