Feel free to use this in your addons, will be glad if you mention me! To use add the component to your block, add block type id to bouncyBlocks and add the tag nakerdev:bounciness_[your number here] to your block to control bounciness from json. Bounciness of 2 is almost the same as the slime block.
I also made a small runInterval to prevent fall damage with resistance effect, tried with player.json but it didn't worked
Big bounciness can lead to it not jumping lower! You can change the value where i marked to control that
Code below
#Bounciness component
1 messages · Page 1 of 1 (latest)
You can remove the last runInterval if you don't need to prevent fall damage/have another way to do it!
remove type annotations for JS
how are you dealing with fall damage
Resistance 100 when player is about to fall on a bouncy block
i wanted to use damage sensor in player json
add and remove a component group
but somewhy it didn't work
will be a down side anyway
are you saving his old Resistance if he have any
no
Thats obviosly not a good choice but i had no other way
feather falling would be noticable
why
i'll only remove fall damage
i meant for example if he already have Resistance
you apply Resistance 100
that will make hem lost his old effect
yea i am about the thing with player.json
just use slow falling. It specifically made you immune to fall damage lol
but won't it be noticable?
It's easy to notice that the falling is slowed at the end
make it when the player is about to hit the ground.
And only apply the effect if you're 5 blocks or taller
you can probably track the fall distance right?
Tags are a neat way to get around not having parameters for custom components 🙂
Yup
wrong post i think?
we were talking about how to avoid fall damage
Was talking about the original post, the nakerdev:bounciness_[your number here] tags
I think it's likely 32k bytes
nice
It is....until you need to parse multiple inputs 
I said neat not nice lol
Updated version.
Changes
- Now Script does not need to be edited
- New parameters - reduction, noFallDamage
- New tag - "nakerdev:bouncy"
Tutorial:
Add component to the block;
Add necessary Tags:
- "nakerdev:bouncy" - Marks the block as bouncy to check in some functions. Is NOT required BUT is highly recommended
- "nakerdev:bounciness_[your number here, may be float]" - Specify the bounciness of the block. This is a REQUIRED parameter;
- "nakerdev:bounciness.reduction_[your number here, may be float]" - Specify how much the impulse will be reduced. Uses division. Can be not specified - defaults to 2.*
- "nakerdev:bounciness.noFallDamage" - this one does not require any numbers. This makes that falling on the block will not deal fall damage, can be specified even without bounciness component. Only for players.
* - Works like this, on first fall the impulse is the same, on second it's divided by 2(e.g. if it's set to 2), on third it's divided by 4, next time it's divided by 8, etc.
And also player.json is now required to be in bp/entities
used for removing fall damage
no sadly 😦
noice
And another update! New parameter:
- "nakerdev:bounciness.impulseLimit_[your number here, may be float]" - limits the impulse.
If set to 10 the maximum impulse you can get will be equal to 10 blocks,
even if you jumped from a bigger height. Has no default value,
if not specified there's no limit.
Use this player.json
@native osprey, added your role
thx
Here's the vid you've been asking for
don't ask why its a glass panel, i've been making glass panels too