#(thelastblo) add item to inventory flag
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(thelastblo) add item to inventory flag
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like say i wanted to add a saddle to an inventory in the flag
Did you mean to search for inventorytag.exclude_item?
Mm
item
inventory [open/close/copy/move/swap/set/keep/exclude/fill/clear/update/adjust <mechanism>:<value>/flag <name>(:<action>)[:<value>] (expire:<time>)] (destination:<inventory>) (origin:<inventory>/<item>|...) (slot:<slot>)
Edits the inventory of a player, NPC, or chest.
Use this command to edit the state of inventories.
By default, the destination inventory is the current attached player's inventory.
If you are copying, swapping, removing from (including via "keep" and "exclude"), adding to, moving, or filling inventories,
you'll need both destination and origin inventories.
Origin inventories may be specified as a list of ItemTags, but destinations must be actual InventoryTags.
Using "open", "clear", or "update" only require a destination.
"Update" also req...
and by extention here, give
It would? I'd prefer give here
!c give
item
give [<item>|...] (quantity:<#>) (unlimit_stack_size) (to:<inventory>) (slot:<slot>) (allowed_slots:<slot-matcher>) (ignore_leftovers)
Gives the player an item or xp.
Gives the linked player items.
Optionally specify a slot to put the items into. If the slot is already filled, the next available slot will be used.
If the inventory is full, the items will be dropped on the ground at the inventory's location.
For player inventories, only the storage contents are valid - to equip armor or an offhand item, use !command equip.
Specifying "unlimit_stack_size" will allow an item to stack up to 64. This is useful for stacking items
with a max stack size that...
point being that the inventory commands shouldn't care how you input them
i have a ridable wolf that has an "inventory" by saving an inventory flag to it. when i right click it with an item, i want the item to be saved into its flagged inventory. I made this command inventory set d:<context.entity.flag[inventory]> o:saddle slot:1 because i want the equipped saddle to go directly into the first slot. But then when I narrate the - narrate <context.entity.flag[inventory]>, it doesn't include the saddle
id honestly just reflag the entity w the new item included
on player right clicks entity with:!air:
- flag <context.entity> inventory:<context.entity.flag[inventory].include[<context.item>]>```
!T inventorytag.include
Returns a copy of the InventoryTag with items added.
InventoryTag