#(paintsplat) I need a quick catch all way to prevent players from triggering plugin when using ite

74 messages · Page 1 of 1 (latest)

zealous elk
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    debug: false
    type: world
    events:
      on player right clicks *:
        Script:
        - if  <player.item_in_hand.materal> matches gold_nugget:
          - narrate test
          - determine cancelled``` I need to temp disable this interaction till a plugin dev fixes an issue
pallid zodiacBOT
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(paintsplat) I need a quick catch all way to prevent players from triggering plugin when using ite

pallid zodiacBOT
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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.

zealous elk
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Like right clkcing in air, or on blocks

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etc while holding a gold nugget

keen abyss
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Use a with: switch

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!l switchables

neon meteorBOT
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Possible Confusion

Did you mean to search for ~waitable?

keen abyss
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Ehh

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!l switch

neon meteorBOT
# keen abyss !l switch

Modern script events support the concept of 'switches'.
A switch is a specification of additional requirements in an event line other than what's in the event label it.

A switch consists of a name and a value input, and are can be added anywhere in an event line as "name:<value>".
For example, "on delta time secondly every:5:" is a valid event, where "delta time secondly" is the event itself, and "every:<#>" is a switch available to the event.

A traditional Denizen event might look like "on <entity> damaged",
where "<entity>" can be filled with "entity" or any entity type (like "player").
A switch-using event would instead take the format "on entity damaged" with switch "type:<entity type>"
meaning you can do "on entity damaged" for any entity, or "on entity damaged type:player:" for pla...

Group

Script Events

keen abyss
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Okay this isn't it either hold on.

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!l advanced object matching

neon meteorBOT
# keen abyss !l advanced object matching

Script event lines often include specific 'matchable' keywords.
For example, while you can write "on player breaks block:" as a script event line,
you can also instead write "on player breaks stone:" to listen to a much more specific event.
This is general in-line matching.
This is made available to avoid needing to do things like "- if <context.material.name> == stone"
just to validate whether an event is even relevant to you.

Of course, there are times when you want to more than one specific thing to be handled by the event, so what do you do?
The Denizen script event system provides a few 'advanced' options to get more detailed matching.

One option is to use wildcards.
For example, there are several 'log' materials, such as 'oak_log', 'birch_log', and more for the rest of the tree typ...

Group

Object System

keen abyss
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Sorry, I meant a matcher.

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!l bukkit event priority

neon meteorBOT
# keen abyss !l bukkit event priority

Script events that are backed by standard Bukkit events are able to control what underlying Bukkit event priority
they register as.
This can be useful, for example, if a different plugin is cancelling the event at a later priority,
and you're writing a script that needs to un-cancel the event.
This can be done using the "bukkit_priority" switch.
Valid priorities, in order of execution, are: LOWEST, LOW, NORMAL, HIGH, HIGHEST, MONITOR.
Monitor is executed last, and is intended to only be used when reading the results of an event but not changing it.
The default priority is "normal".

Group

Script Events

keen abyss
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Also this.

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You may need this to catch plugins doing things.

zealous elk
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whats syntad to add pririty check

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syntax

keen abyss
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It's a switch. So.
on player breaks block bukkit_priority:normal for example

zealous elk
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evcen narrate isnt going off when i hold a gold nugget and rihgt click

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trith boiht clicks * and clicks block

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nvm

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    debug: false
    type: world
    events:
      on player right clicks * with:gold_nugget bukkit_priority:lowest:
        Script:
        - narrate test``` this doesnt work
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even coinfix: debug: false type: world events: on player right clicks * with:gold_nugget: Script: - narrate test odes nthginw ith a vanilla gold nugget

keen abyss
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Because you don't use script: for world events

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Get rid of that.

zealous elk
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Ok i see

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Been months since ive worked wiht this

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srry

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bukkit priority lowst and tis still consuming it

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    debug: false
    type: world
    events:
      on player right clicks * with:gold_nugget bukkit_priority:lowest:
      - determine cancelled```
keen abyss
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Most likely because the plugin is interfering and running before this, but a more experienced helper may have a better answer.

keen abyss
zealous elk
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oxytowns

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depenizen request?

keen abyss
lean pulsar
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use block, dont use *

keen abyss
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I didn't even catch that, I forget you're not suppose to use a wildcard like that.

lean pulsar
zealous elk
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Oh nvm

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this is a diff ticket

zealous elk
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apologies for confusion

solemn magnetBOT
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Resolved

Thread closed as resolved.

lean pulsar
solemn magnetBOT
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Thread Reopened

Thread was manually reopened by @lean pulsar.

lean pulsar
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Do you activate a skill?

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Do you extend a claim?

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That's what I mean

zealous elk
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this was a different thread vs oxytowns

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this ticket isnt an issue anymore

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i got mixed up bc LG

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howeer the other thread was me trying to detect if a player is in a towmn, whihc town they are in, if they are in claimed chunks rn etc

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this was a condition to either allow or block interatc wiht mythic crucible furniture

verbal dawn
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your best shot could be using placeholders from oxytowns

zealous elk
verbal dawn
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afaik oxytowns is a paid plugin, unlikely it can be added to depenizen

zealous elk
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thats public

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that much i knw

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GPL 3

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also src here

verbal dawn
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#commit-log message

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pretty sure they can hook into depenizen on their side though so you could try reaching out to them