#(Bill Gates) can i prevent an item from being disenchanted at a grindstone?
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!event clicks in inventory
Player
player (<click_type>) clicks (<item>) in <inventory>
with:<item> to only process the event if a specified cursor item was used.
in_area:<area> replaces the default 'in:<area>' for this event.
action:<action> to only process the event if a specified action occurred.
slot:<slot> to only process the event if a specified slot or slot_type was clicked. For slot input options, see !language Slot Inputs.
when a player clicks in an inventory. Note that you likely will also want to listen to !event player drags in inventory.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.item> returns the ItemTag the player has clicked on.
<context.inventory> returns the InventoryTag (the 'top' inventory, regardless of which slot was clicked).
<context.clicked_inventory> returns the InventoryTag that was clicked in.
<context.cursor_item> returns the item the Player is clicking with.
<context.click> returns an ElementTag with the name of the click type. Click type list: <@link url...
<context.slot_type> returns an ElementTag with the name of the slot type that was clicked. Slot ty...
<context.slot> returns an ElementTag with the number of the slot that was clicked.
<context.raw_slot> returns an ElementTag with the raw number of the slot that was clicked.
<context.is_shift_click> returns true if 'shift' was used while clicking.
<context.action> returns the inventory_action. See <@link language Inventory Actions>.
... and 1 more.
ItemTag to set the current item for the event.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
oh actually, i read your last message and misunderstood the last part of your message
you'll need to save the enchantment before it's crafted and then apply it
but apply when? as far as i've seen, there's no event for grindstone
there's not, the clicks in inventory will fire however and you can make a replacement there
hmm, so, noting for future me:
i have to check if it's x item being put at x slot, and then if it isn't taken away and there's a click on the other slot, cancel and close the inventory or something similar
or i could just close the inventory when that item gets put anywhere in the grindstone
yeah that seems alright, i'll do it tomorrow bc i have to go sleepy rn
worked! ez, thanks