#(sixtwotwo) custom items
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(sixtwotwo) custom items
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!m itemtag.attribute_modifiers
(Property) Controls the attribute modifiers of an item, with key as the attribute name and value as a list of modifiers,
where each modifier is a MapTag containing keys 'name', 'amount', 'slot', 'operation', and 'id'.
For use as a mechanism, this is a SET operation, meaning pre-existing modifiers are removed.
For format details, refer to !language attribute modifiers.
Properties
ItemTag
MapTag
<ItemTag.attribute_modifiers> (Property) Controls the attribute modifiers of an item, with key as ...
!language attribute modifiers
In minecraft, the "attributes" system defined certain core numerical values on entities, such as max health or attack damage.
The value of an "attribute" is determined by its "base value" modified mathematically by each of its "attribute modififers".
"Attribute modifiers" can be added either directly to the entity, or onto items - when on an item, an entity can equip it into the correct slot to automatically apply the modifier.
These can be read via such tags as !tag EntityTag.attribute_modifiers, !tag ItemTag.attribute_modifiers,
!tag EntityTag.has_attribute, !tag EntityTag.attribute_value, !tag EntityTag.attribute_base_value, !tag EntityTag.attribute_default_value, ...
These can be modified by such mechanisms as <@link mechanism EntityTag.attri...
Properties
!t itemtag.attribute_base_value
Did you mean to search for entitytag.attribute_base_value?
you have to go about adjusting it manually according to the itme
i cant find the tag for the base value of an item though
or you can go with the detect when player hits an entity, cancel, and apply your custom dmg thete
!e player damages entity
!e entity damaged by ent
Entity
<entity> damaged by <entity> <entity> damaged (by <cause>) <entity> damages <entity>
with:<item> to only process the event when the item used to cause damage (in the damager's hand) is a specified item.
type:<entity> to only run if the entity damaged matches the entity input.
block:<block-matcher> to only run if the damage came from a block that matches the given material or location matcher.
when an entity is damaged.
when the damager or damaged entity is a player. Cannot be both. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the damager or damaged entity is an NPC. Cannot be both.
<context.entity> returns the EntityTag that was damaged.
<context.damager> returns the EntityTag damaging the other entity, if any.
<context.damager_block> returns the LocationTag of a block that damaged the entity, if any.
<context.cause> returns an ElementTag of reason the entity was damaged - see !language damage cause for causes.
<context.damage> returns an ElementTag(Decimal) of the amount of damage dealt.
<context.final_damage> returns an ElementTag(Decimal) of the amount of damage dealt, after armor is calculated.
<context.projectile> returns a EntityTag of the projectile, if one caused the event.
<context.damage_type_map> returns a MapTag the damage dealt by a specific damage type with keys: B...
<context.was_critical> returns 'true' if the damage was a critical hit. (Warning: this value is ca...
ElementTag(Decimal) to set the amount of damage the entity receives.
"CLEAR_MODIFIERS" to zero out all damage modifiers other than "BASE", effectively making damage == final_damage.
True - this adds switches in:<area> + location_flagged:<flag name>.
Examples too long to display... Check the website for more examples
!c hurt
entity
hurt (<#.#>) ({player}/<entity>|...) (cause:<cause>) (source:<entity>/<location>)
Hurts the player or a list of entities.
Does damage to a list of entities, or to any single entity.
If no entities are specified: if there is a linked player, the command targets that. If there is no linked
player but there is a linked NPC, the command targets the NPC. If neither is available, the command will error.
Does a specified amount of damage usually, but, if no damage is specified, does precisely 1HP worth of damage (half a heart).
Optionally, specify (source:<entity>) to make the system treat that entity as the attacker.
...
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@nimble sun