#(justacez_) grief prevention x denizen / depenizen

33 messages · Page 1 of 1 (latest)

young robin
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Hi. I'm trying to make a feature where there is something a reward on a certain thing.
For example, I currently have 100 claim blocks, but I got 500 claim blocks from that box, then it will automatically give the claim blocks to me

fallow gardenBOT
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(justacez_) grief prevention x denizen / depenizen

fallow gardenBOT
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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

young robin
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he said this should be the ocde ut doesnt work. i tried a ton of placeholders and such too but doesnt as well

neat oak
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!m bonus_blocks

vestal moonBOT
# neat oak !m bonus_blocks

Sets the player's bonus claim blocks.

Required Plugins or Platforms

Depenizen, GriefPrevention

Object

PlayerTag

Input

ElementTag(Number)

Tags

<PlayerTag.griefprevention.blocks.bonus> Returns the number of bonus claim blocks the player has.

neat oak
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!c adjust

vestal moonBOT
# neat oak !c adjust
Group

core

Syntax

adjust [<ObjectTag>/def:<name>|...] [<mechanism>](:<value>)

Short Description

Adjusts an object's mechanism.

Description

Many object tag types contains options and properties that need to be adjusted.
Denizen employs a mechanism interface to deal with those adjustments.
To easily accomplish this, use this command with a valid object mechanism, and sometimes accompanying value.

Specify "def:<name>" as an input to adjust a definition and automatically save the result back to the definition.

You can optionally adjust a MapTag of mechanisms to values.

To adjust an item in an inventory, use !command inventory...

young robin
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can you make an example as per my request?

neat oak
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Sure

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sec

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!t bonus_blocks

vestal moonBOT
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Possible Confusion

Did you mean to search for materialtag.is_block?

neat oak
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hmm

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!t al

vestal moonBOT
# neat oak !t al
Cannot Specify Searched Tag

Multiple possible tags: <MaterialTag.age>, <MaterialTag.half>, <ElementTag.abs>, <ElementTag.ln>, <MaterialTag.name>, <EntityTag.scale>, <ColorTag.alpha>, <ElementTag.min[<#.#>]>, <QuaternionTag.scale[<factor>]>, <essentials.warp[<warp_name>]>, <MaterialTag.item>, <PlayerTag.locale>, <EntityTag.health>, <MaterialTag.type>, <MaterialTag.delay>, <MaterialTag.faces>, <MaterialTag.level>, <MaterialTag.mode>, <MaterialTag.note>, <MaterialTag.shape>, ...

neat oak
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!t all

vestal moonBOT
neat oak
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- define current_bonus <player.griefprevention.blocks.bonus>
- adjust <player> bonus_blocks:<[current_bonus].add[100]>```
young robin
neat oak
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hmm, can you run /ex narrate <player.griefprevention.blocks.bonus>

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does it error if you have no bonus blocks?

young robin
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It does show up

neat oak
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try uh /ex adjust <player> bonus_blocks:<player.griefprevention.blocks.bonus.add[100]>

young robin
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it worked

neat oak
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nice

young robin
neat oak
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` these ` at the start and end```
young robin
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alright, thanks so much

neat oak
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yw