#(niklas_) what is the event for an entity getting "lovely" xD

43 messages · Page 1 of 1 (latest)

idle bloom
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When right clicking a cow with wheat.. The cow should get "lovely" What is the event for that?

echo oreBOT
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(niklas_) what is the event for an entity getting "lovely" xD

echo oreBOT
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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.

idle bloom
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!e entity tamed

marble meadowBOT
# idle bloom !e entity tamed
Group

Entity

Event Lines

entity tamed <entity> tamed player tames entity player tames <entity>

Triggers

when an entity is tamed.

Has Player

when a player tames an entity and using the 'players tames entity' event. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Context

<context.entity> returns a EntityTag of the tamed entity.
<context.owner> returns a EntityTag of the owner.

Has Known Location

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

Cancellable

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

idle bloom
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is it this?

dreamy kayak
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!e breeds

marble meadowBOT
# dreamy kayak !e breeds
Group

Entity

Event Lines

<entity> breeds

Triggers

when two entities breed.

Context

<context.breeder> returns the EntityTag responsible for breeding, if it exists.
<context.child> returns the child EntityTag.
<context.mother> returns the parent EntityTag creating the child. The child will spawn at the mother's location.
<context.father> returns the other parent EntityTag.
<context.item> returns the ItemTag used to initiate breeding, if it exists.
<context.experience> returns the amount of experience granted by breeding.

Determine

ElementTag(Number) to set the amount of experience granted by breeding.

Has Known Location

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

Cancellable

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

idle bloom
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ok what I am trying to do is:

You can only bread two entitys IF one is male and one female.

This is the script:

https://paste.denizenscript.com/View/127910

this is the error:

https://paste.denizenscript.com/View/127909

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line: 163

idle bloom
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but i can spawn the entity with:
/ex spawn cow <player.location>

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why cant I do it via the script?

stuck abyss
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It’s because you’re trying to spawn a specific uuid instead of an entity type in the script

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!c spawn

marble meadowBOT
# stuck abyss !c spawn
Group

entity

Syntax

spawn [<entity>|...] (<location>) (target:<entity>) (persistent) (reason:<reason>)

Short Description

Spawns a list of entities at a certain location.

Description

Spawn an entity or list of entities at the specified location.

Accepts the 'target:<entity>' argument which will cause all spawned entities to follow and attack the targeted entity.

If the persistent argument is present, the entity will not despawn when no players are within range, causing the entity to remain until killed.

Optionally specify 'reason:<reason>' (Paper only) to specify the reason an entity is spawning for the 'entity spawns' event,
using any reason from <@link url https://hub.s...

stuck abyss
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Just have the script spawn a cow, then adjust its age to be a baby

idle bloom
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how can i adjust the age

stuck abyss
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!m age

marble meadowBOT
# stuck abyss !m age
Cannot Specify Searched Mechanism

Multiple possible mechanisms: EntityTag.age, ImageTag.scale, LocationTag.age, MaterialTag.age, LocationTag.page, EntityTag.damage, EntityTag.age_lock, ItemTag.book_pages, EntityTag.time_lived, EntityTag.age_locked, TradeTag.villager_xp, EntityTag.damage_item, BiomeTag.foliage_color, DiscordMessageTag.delete, LocationTag.lectern_page, EntityTag.villager_level, DiscordMessageTag.crosspost, DiscordMessageTag.crosspost, DiscordMessageTag.is_pinned, PlayerTag.flying_fall_damage, ...

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Possible Confusion

Did you mean to search for command age?

stuck abyss
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!m entitytag.age

marble meadowBOT
# stuck abyss !m entitytag.age

(Property) Sets the entity's age.
Age moves 1 towards zero each tick.
A newly spawned baby is -24000, a standard adult is 0, an adult that just bred is 6000.
For the mechanism, inputs can be 'baby', 'adult', or a valid age number.
Also available: !mechanism EntityTag.age_locked and !tag EntityTag.is_baby

Group

Properties

Object

EntityTag

Input

ElementTag

Tags

<EntityTag.age> (Property) Returns the entity's age. Age moves 1 towards zero each tick. A newly s...

idle bloom
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error? why

surreal merlin
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10:48:27 +- Queue 'GESCHLECHT_TIERE_18556619_PaydayUpload' Executing: (line 20) define kuh cow ---------+
10:48:27 +> Executing 'DEFINE': Queue='q@GESCHLECHT_TIERE_18556619_PaydayUpload' definition='kuh' value='cow'
10:48:27 +- Queue 'GESCHLECHT_TIERE_18556619_PaydayUpload' Executing: (line 21) adjust <[kuh]> age:-24000 ---------+
10:48:27 Filled tag <[kuh]> with 'cow'.

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cow is not an actual spawned existing entity

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It's just text

candid echo
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!lang save argument

marble meadowBOT
# candid echo !lang save argument

The "save:<name>" argument is a special meta-argument that is available for all commands, but is only useful for some.
It is written like:

  • run MyScript save:mysave

When the save argument is used, the results of the command will be saved on the queue, for later usage by the "entry" tag.

The useful entry keys available for any command are listed in the "Tags" documentation section for any command.
For example, the "run" command lists "<entry[saveName].created_queue>".
The "saveName" part should be replaced with whatever name you gave to the "save" argument,
and the "created_queue" part changes between commands.
Some commands have multiple save entry keys, some have just one, most don't have any.

Many users make the mistake of using dynamic save names like "save:<[something]>" - this is almost always wrong. Use a constant name, just like you do for definitions.

Group

Script Command System

candid echo
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!c spawn

marble meadowBOT
# candid echo !c spawn
Group

entity

Syntax

spawn [<entity>|...] (<location>) (target:<entity>) (persistent) (reason:<reason>)

Short Description

Spawns a list of entities at a certain location.

Description

Spawn an entity or list of entities at the specified location.

Accepts the 'target:<entity>' argument which will cause all spawned entities to follow and attack the targeted entity.

If the persistent argument is present, the entity will not despawn when no players are within range, causing the entity to remain until killed.

Optionally specify 'reason:<reason>' (Paper only) to specify the reason an entity is spawning for the 'entity spawns' event,
using any reason from <@link url https://hub.s...

candid echo
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<entry[saveName].spawned_entities> returns a list of entities that were spawned. <entry[saveName].spawned_entity> returns the entity that was spawned (if you only spawned one).

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Spawn it then adjust

surreal merlin
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You probably want to use property syntax

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ie - spawn cow[age=-24000]

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or use the way Tek described above

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!guide mechanism

marble meadowBOT
severe baneBOT
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@idle bloom