#(jonaaaaa) return to who click and who get clicked?
50 messages · Page 1 of 1 (latest)
(jonaaaaa) return to who click and who get clicked?
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.
wht tags target to who click and who get clicked?
Well, that sounds like an issue you should report/solve before trying to make any scripts - can open a new post with some details of what's actually going wrong
Let's fix VSCode first before we continue okay?
If it doesn't run, could you post a screenshot of the extension window of VSCode and also one of a script file?
okay, ill do tht when it doesnt work
so, how i can solve my problem?
could you post a screenshot so we can make sure everything is running properly? :
the script? or wht
the editor
nice
!e clicks entity
Player
this event may in some cases double-fire, requiring usage of the 'ratelimit' command (like 'ratelimit <player> 1t') to prevent doubling actions.
player right clicks <entity>
with:<item> to only process the event when the player is holding a specified item.
type:<entity> to only run if the entity clicked matches the entity input.
when a player right clicks on an entity.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.entity> returns the EntityTag the player is clicking on.
<context.item> returns the ItemTag the player is clicking with.
<context.hand> returns "offhand" or "mainhand" to indicate which hand was used to fire the event. ...
<context.click_position> returns a LocationTag of the click position (as a world-less vector, rela...
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
You have <context.entity> and <player> available
i dont really get it how to combine tags, how i can combine it? srry im new
what exactly
<context.entity> returns the entity that the player clicked on
<player> always returns the player who clicked
i mean, when player 1 click the clickable chat, its returns to player who right click player 1
!c narrate
player
narrate [<text>] (targets:<player>|...) (format:<script>) (per_player) (from:<uuid>)
Shows some text to the player.
Prints some text into the target's chat area. If no target is specified it will default to the attached player or the console.
Accepts the 'format:<script>' argument, which will reformat the text according to the specified format script. See !language Format Script Containers.
Optionally use 'per_player' with a list of player targets, to have the tags in the text input be reparsed for each and every player.
So, for example, "- narrate 'hello <player.name>' targets:<server.online_players...
target argument
its sended to who click the clickable chat not who right click player
geledahinven:
type: world
events:
on player right clicks player:
- if <player.is_sneaking>:
- ratelimit <player> 1t
- narrate "<dark_red><bold>SYSTEM <reset><blue>/ <reset><yellow>Berhasil mengirim permintaan untuk menggeledah" targets:<player>
- clickable save:yes:
- execute as_op "invsee <context.entity.name>"
- narrate "<dark_red><bold>SYSTEM <reset><blue>/ <reset><yellow><context.entity.name> menerima untuk digeledah!" targets:<player>
- narrate "<dark_red><bold>SYSTEM <reset><blue>/ <reset><yellow>Kamu menerima untuk digeledah!" targets:<context.entity>
- clickable save:no:
- narrate "<dark_red><bold>SYSTEM <reset><blue>/ <reset><yellow><context.entity.name> menolak digeledah!" targets:<player>
- narrate "<dark_red><bold>SYSTEM <reset><blue>/ <reset><yellow>Kamu menolak untuk digeledah!" targets:<context.entity>
- narrate "<dark_red><bold>SYSTEM <reset><blue>/ <reset><yellow>Kamu akan digeledah! apakah kamu mengizinkannya? <green><element[Yes].on_click[<entry[yes].command>]><reset> <blue>/ <red><element[No].on_click[<entry[no].command>]><reset>" targets:<context.entity>
!paste
Help us help you by pasting your script to https://paste.denizenscript.com/New/Script and linking it back here.
Do me the favor and post your script on the pastesite please
Content of Denizen Script Paste #116215: help me... pasted 2023/10/08 10:18:05 UTC-07:00, Paste length: 1257 characters across 14 lines, Content: geledahinven: type: world
i want make like player can check tsrget player inven via invsee by shift right clicking in
but with agreement from target player
but '<context.entity>' doesnt work on me
!debug
If you need help with a script issue, one of the most powerful tools Denizen has to offer is full debug output. This is displaying in your console whenever scripts are running until you turn debug off. To share a debug log quickly and easily with helpers, simply run the command /denizen debug -r in-game to begin recording, then run through the part of the script you need help with, then run the command /denizen submit. This will give you a link to a paste of the debug log, which you can then copy/paste back to us!
Content of Server Log Paste #116249: Denizen Debug Logs From &eTesting Brutal Legend... pasted 2023/10/09 08:41:32 UTC-07:00, Paste length: 20710 characters across 183 lines, Content: Java Version: 17.0.8.1Up-time: 11h 18m
Content of Server Log Paste #116249: Denizen Debug Logs From &eTesting Brutal Legend... pasted 2023/10/09 08:41:32 UTC-07:00, Paste length: 20710 characters across 183 lines, Content: Java Version: 17.0.8.1Up-time: 11h 18m
Paper version git-Paper-17 (MC: 1.20)-- (:warning: Outdated build, behind by 206... Current build is 223)
Citizens: 2.0.32-SNAPSHOT (build 3204) -- (Outdated build, behind by 15)
Denizen: 1.2.8-SNAPSHOT (build 1797-REL) -- (Current build :white_check_mark:)
@half storm
:triangular_flag_on_post: Offline.
3 (:triangular_flag_on_post: Offline)
17.0.8.1 :white_check_mark:
MythicMobs: 5.3.5-64893d49
ModelEngine: R3.1.8 - ModelEngine has Citizens support, but that support is known to be buggy. Issues related to NPCs that use ModelEngine should be reported to ModelEngine support, not Citizens.
@lime pulsar cracked @neat crest
Role applied.
Thread created: #1160977160799006911