#(space.slayer) Inventory GUI

14 messages · Page 1 of 1 (latest)

strong oak
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How can i pick out 6 slots from a 27 slot inventory and have them do something? (kinda like a captcha)

reef oracleBOT
unborn wolfBOT
#

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.

analog cedar
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if you meant by clicking them:

#

!event clicks in inventory

coarse boughBOT
# analog cedar !event clicks in inventory
Group

Player

Event Lines

player (<click_type>) clicks (<item>) in <inventory>

Switches

with:<item> to only process the event if a specified cursor item was used.
in_area:<area> replaces the default 'in:<area>' for this event.
action:<action> to only process the event if a specified action occurred.
slot:<slot> to only process the event if a specified slot or slot_type was clicked. For slot input options, see !language Slot Inputs.

Triggers

when a player clicks in an inventory. Note that you likely will also want to listen to !event player drags in inventory.

Has Player

Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Context

<context.item> returns the ItemTag the player has clicked on.
<context.inventory> returns the InventoryTag (the 'top' inventory, regardless of which slot was clicked).
<context.clicked_inventory> returns the InventoryTag that was clicked in.
<context.cursor_item> returns the item the Player is clicking with.
<context.click> returns an ElementTag with the name of the click type. Click type list: <@link url...
<context.slot_type> returns an ElementTag with the name of the slot type that was clicked. Slot ty...
<context.slot> returns an ElementTag with the number of the slot that was clicked.
<context.raw_slot> returns an ElementTag with the raw number of the slot that was clicked.
<context.is_shift_click> returns true if 'shift' was used while clicking.
<context.action> returns the inventory_action. See <@link language Inventory Actions>.
... and 1 more.

Determine

ItemTag to set the current item for the event.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Cancellable

True - this adds <context.cancelled> and determines cancelled + cancelled:false.

strong oak
civic creek
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<player.inventory.list_contents.random[6]>
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!t listtag.random

coarse boughBOT
# civic creek !t listtag.random

Gets a random item in the list and returns it.
Optionally, add [<#>] to instead get a list of multiple randomly chosen list entries.

Returns

ObjectTag

Examples
# Narrates EITHER "one" OR "two" - different each time!
- narrate "<list[one|two].random>
# Could narrate "one|two", "two|three", OR "one|three" - different each time!
- narrate "<list[one|two|three].random[2]>
# Could narrate "one|two|three", "one|three|two", "two|one|three", "two|three|one", "three|two|one", OR "three|one|two" - different each time!
- narrate "<list[one|two|three].random[9999]>
gritty gullBOT
#
Resolved

Thread closed as resolved.

gritty gullBOT
#
Thread Reopened

Thread was manually reopened by @strong oak.