#(Aviside) Cant put "with:myItem" at the end of the event lines "after arrow hits entity" so how?

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limber driftBOT
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(Aviside) Cant include "with:myItem" at the end of the event lines "after arrow hits entity" how d

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cosmic terrace
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An item where?

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you have two entities here: the arrow and the hit target

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What item are you asking about

jolly oyster
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A denizen item

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I'm trying to cast after an entity is hit with an arrow by a denizen item

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The extension says using "with:myItem" is disabled for this event line

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So is there another way to accomplish this? I can only figure out how to apply it to all arrows

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(Aviside) Cant include "with:myItem" at the end of the event lines "after arrow hits entity"

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(Aviside) Cant put "with:myItem" at the end of the event lines "after arrow hits entity" so how?

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I edited the post

wraith heart
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an arrow isnt an item, its an entity that essentially embodies an item

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!t entity.item

spring folioBOT
# wraith heart !t entity.item

If the entity is a dropped item, returns the item represented by the entity.
If the entity is a trident, returns the trident item represented by the entity.
If the entity is a throwable projectile, returns the display item for that projectile.
If the entity is an eye-of-ender, returns the item to be displayed and dropped by it.
If the entity is a fireball, returns the fireball's display item.

Group

properties

Returns

ItemTag

Mechanism

EntityTag.item

wraith heart
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does this work? im not sure if it will..

gritty oracle
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That should work iirc, have an if check in the event to check the arrow's item

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!c if

spring folioBOT
# gritty oracle !c if
Group

queue

Syntax

if [<value>] (!)(<operator> <value>) (&&/|| ...) [<commands>]

Short Description

Compares values, and runs a subset of commands if they match.

Description

Compares values, and runs a subset of commands if they match.
Works with the else command, which handles alternatives for when the comparison fails.
The if command is equivalent to the English phrasing "if something is true, then do the following".

Values are compared using the comparable system. See !language operator for information.

Comparisons may be chained together using the symbols '&&' and '||' or their text equivalents 'and' and 'or'.
'&&' means "and", '||' means "or".
So, for ...

fallow salmonBOT
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@jolly oyster

jolly oyster
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I don't think it works

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Did this line

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  • if <context.projectile.item> == morWingsGreatBow:
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debug is saying item is an unfilled or unrecognized subtag

remote vector
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!t entity.item

spring folioBOT
# remote vector !t entity.item

If the entity is a dropped item, returns the item represented by the entity.
If the entity is a trident, returns the trident item represented by the entity.
If the entity is a throwable projectile, returns the display item for that projectile.
If the entity is an eye-of-ender, returns the item to be displayed and dropped by it.
If the entity is a fireball, returns the fireball's display item.

Group

properties

Returns

ItemTag

Mechanism

EntityTag.item

slim marlin
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I think they’re looking for a way to check the bow that shot the arrow

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!e shoots

spring folioBOT
# slim marlin !e shoots
Cannot Specify Searched Event

Multiple possible events: entity shoots bow, projectile hits, projectile hits block/entity.

slim marlin
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!e entity shoots bow

spring folioBOT
# slim marlin !e entity shoots bow
Group

Entity

Event Lines

entity shoots bow <entity> shoots <item>

Triggers

when an entity shoots something out of a bow.

Has Player

when the entity that shot the bow is a player. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Has NPC

when the entity that shot the bow is an NPC.

Context

<context.entity> returns the EntityTag that shot the bow.
<context.projectile> returns a EntityTag of the projectile.
<context.bow> returns the ItemTag of the bow used to shoot.
<context.force> returns the force of the shot.
<context.item> returns an ItemTag of the shot projectile, if any.

Determine

ListTag(EntityTag) to change the projectile(s) being shot. (Note that in certain cases, determining an arrow may not be valid).
"KEEP_ITEM" to keep the projectile item on shooting it.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

slim marlin
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In which you can flag the projectile

fallow salmonBOT
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Has your issue been resolved, or your question been answered?
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@jolly oyster

fallow salmonBOT
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@jolly oyster

Thread Close Blocked

Thread was closed either automatically by timeout or by the Discord manual close button. If closing was intentional, please use </resolved:1028673926114594866> or </invalid:1028673926898909185>.

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@jolly oyster

Thread Close Blocked

Thread was closed either automatically by timeout or by the Discord manual close button. If closing was intentional, please use </resolved:1028673926114594866> or </invalid:1028673926898909185>.