A package for external creation of code templates for the DiamondFire Minecraft server.
Project description
pyre
A package for external creation of code templates for the DiamondFire Minecraft server (mcdiamondfire.com).
PyPi Link: https://pypi.org/project/dfpyre/
Installation
Run the following command in a terminal:
pip install dfpyre
Features
- All code block types
- All code item types
- Direct sending to DF via recode or codeclient
- Automatic type conversion (int to num, str to text)
- Name checking ("did you mean ___?" for close matches)
- Default tag values
Documentation
Basics
Var Items
Conditionals and Loops
Functions and Procedures
Extras
Setup
To start creating in pyre, you have to create a DFTemplate object like so:
from dfpyre import *
t = DFTemplate()
Basically everything stems from this template object.
This is the basic layout of a file:
from dfpyre import *
t = DFTemplate()
# [Event, Function, or Process]
# [Your code here]
t.build()
The commented lines represent where you will insert calls to methods in the template object.
Here's a complete program that prints a message to every player when a player joins:
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('SendMessage', '%default has joined!', target=Target.ALL_PLAYERS)
t.build_and_send('codeclient')
Events and Actions
You can find a list of events and actions here
As shown in setup, every code line must start with an event, function, or process. After that, you're free to put anything you want.
The following program sends a message to all players and gives a player 10 apples upon joining:
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('SendMessage', '%default has joined!', target=Target.ALL_PLAYERS)
t.player_action('GiveItems', item('apple', 10))
Building
You have 2 different options for building your code line. You can either:
- Save the compressed template code to a variable and send it to minecraft later
- Build and send directly to your minecraft client (recommended)
If you choose the first option, the code would look something like this:
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('SendMessage', '%default has joined!', target=Target.ALL_PLAYERS)
template_code = t.build() # do whatever you want with this
If you choose the second option, you can do this:
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('SendMessage', '%default has joined!', target=Target.ALL_PLAYERS)
t.build_and_send('codeclient') # builds and sends automatically to minecraft
Variable Items
Text
Represents a diamondfire text item:
text('hello %default.')
If a regular string is passed to a method as a chest parameter, it will automatically be converted to a text object:
# These do the same thing:
t.player_action('SendMessage', text('%default joined.'))
t.player_action('SendMessage', '%default joined.')
Number
Represents a diamondfire number item:
num(5)
num(3.14)
If a regular integer or float is passed to a method as a chest parameter, it will automatically be converted to a num object:
# These do the same thing:
t.set_variable('=', var('number'), num(10))
t.set_variable('=', var('number'), 10)
Variable
Represents a diamondfire variable item:
var('num')
var('text1')
You can set variable values by using the set_variable
method:
t.set_variable('=', var('num'), 12) # sets 'num' to 12
t.set_variable('x', var('doubled'), var('num'), 2) # sets 'doubled' to 24
You can set the scope of the variable by using the scope
argument:
t.set_variable('=', var(num1, scope='unsaved'), 12) # `unsaved` is the same as a game variable.
t.set_variable('=', var(num1, scope='saved'), 12)
t.set_variable('=', var(num1, scope='local'), 12)
Shorthand Variables
You can also use the variable shorthand format like this:
# These do the same thing:
t.set_variable('=', var('lineVar', scope='line'), 5)
t.set_variable('=', '$ilineVar', 5)
Shorthand vars should be formatted like this: $[scope id][var name]
Here's a list of the scope IDs:
g
= Game (unsaved)s
= Savedl
= Locali
= Line
Location
Represents a diamondfire location item:
loc(x=25.5, y=50, z=25.5, pitch=0, yaw=-90)
Example:
# teleport player on join
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('Teleport', loc(10, 50, 10))
Item
Represents a minecraft item:
item('stick', count=5)
item('stone', 64)
To add extra data to an item, you can use any methods from the mcitemlib library
Sound
Represents a diamondfire sound item:
sound('Wood Break', pitch=1.5, vol=2.0)
Example:
# plays 'Grass Place' sound on join
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('PlaySound', sound('Grass Place'))
Particle
Represents a diamondfire particle item:
particle(name='Cloud', amount=10, horizontal=1.0, vertical=0.5, x=1.0, y=0.0, z=0.0, motionVariation=100)
Example:
# plays a white cloud particle effect at 5, 50, 5
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('Particle', particle('Cloud'), loc(5, 50, 5))
Currently, the particle object does not support colors.
Potion
Represents a diamondfire potion item:
# gives speed 1 for 1 minute
potion('Speed', dur=1200, amp=0)
Example:
# gives the player infinite saturation 255
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('GivePotion', potion('Saturation', amp=254))
Game Value
Represents a diamondfire game value item:
gamevalue('Player Count')
gamevalue('Location' target='Selection')
Example:
# function that prints player count and cpu
from dfpyre import *
t = DFTemplate()
t.function('printData')
t.player_action('SendMessage', gamevalue('Player Count'), gamevalue('CPU Usage'))
Vector
Represents a diamondfire vector item:
vector(x=1.1, y=0.0, z=0.5)
Example:
# sets the player's x velocity to 1.0 on join
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.player_action('SetVelocity', vector(x=1.0, y=0.0, z=0.0))
Parameter
Represents a diamondfire parameter item:
parameter('text', ParameterType.STRING)
Example:
# builds a function that says "Hello, [name]" where `name` is the inputted parameter.
from dfpyre import *
t = DFTemplate()
name_parameter = parameter('name', ParameterType.TEXT)
t.function('SayHi', name_parameter)
t.player_action('SendMessage', 'Hello, ', var('name', 'line'))
Conditionals and Brackets
A list of conditionals and loops can be found here.
A specific syntax must be followed when creating conditionals and loops. Each conditional statement must be followed by a bracket()
method, which will contain code. Here's an example:
# prints 'clicked' when a player right clicks with a stick in their hand
from dfpyre import *
t = DFTemplate()
t.player_event('RightClick')
t.if_player('IsHolding', item('stick'))
t.bracket(
t.player_action('SendMessage', 'clicked')
)
To create an else
statement, use the else_
method:
# says the player is 'on the ground' when grounded and 'in the air' otherwise.
from dfpyre import *
t = DFTemplate()
t.function('grounded')
t.if_player('IsGrounded')
t.bracket(
t.player_action('ActionBar', 'on the ground')
)
t.else_()
t.bracket(
t.player_action('ActionBar', 'in the air')
)
t.build()
Loops
As for loops, the bracket syntax is the same and will automatically change to "repeat-type" brackets:
# prints numbers 1-5
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.repeat('Multiple', var('i'), 5)
t.bracket(
t.player_action('SendMessage', var('i'))
)
Creating Functions and Processes
To create a function or process, just start the template with a function
or process
method:
# function that gives a player 64 golden apples
from dfpyre import *
t = DFTemplate()
t.function('doStuff')
t.player_action('GiveItems', item('golden_apple', 64))
Calling Functions and Processes
Calling Functions and processes is also simple:
from dfpyre import *
t = DFTemplate()
t.player_event('Join')
t.call_function('doStuff')
Method List
-
Events / Function / Process
- player_event
- entity_event
- function
- process
- call_function
- start_process
-
Actions
- player_action
- game_action
- entity_action
-
Conditionals / Loops
- if_player
- if_variable
- if_game
- if_entity
- else_
- repeat
- bracket
-
Other
- control
- select_object
- set_variable
Project details
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