#(Darwin) on player steps IN block
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(fuckdisc_rd) on player steps IN block
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(Darwin) on player steps IN block
Thread closed as invalid.
can I bump this?
Thread was manually reopened by @midnight pawn.
Monkey rejected it
nah. he banned me
oh gotcha
perhaps use the player walks in conjunction with the collides_at tag?
!e player walks
Player
This event fires very very rapidly!
player walks
when a player moves in the slightest.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.old_location> returns the location of where the player was.
<context.new_location> returns the location of where the player is.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
!t collides_at
Returns whether the entity's bounding box would collide if the entity was moved to the given location.
This checks for any colliding entities (like boats and shulkers), the world border and regular blocks.
(Note that this won't load chunks at the location.)
Paper
paper
ElementTag(Boolean)
actually, im unsure if it'd work for liquids & grass
let me check o.o
okay so, <player.collides_at[<player.location.up[1]>]> returns true
so you could check using that tag with the event above
why walks?
why collides?
I could use
on player steps on block:
- if <context.new_location> matches water
But the thing is I have a lot cases when I need to check player location material.
Like right now I'm making rabies disease and I want water damage infected players.
Or I need to check if player steps on 1 layer snow.
I know it's a small optimization but if there is a lot of player steps events it could have performance impact.
And switches work faster than if checks inside an event.
Plus it's just a nice clean shortcut
you could use the steps one as well, collides checks for any collision with the player and other blocks (like tall grass, liquids) but doesn't seem to work with snow
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ah right