#(paintsplat) I need a quick catch all way to prevent players from triggering plugin when using ite
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(paintsplat) I need a quick catch all way to prevent players from triggering plugin when using ite
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.
Did you mean to search for ~waitable?
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...
Script Events
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...
Object System
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".
Script Events
It's a switch. So.
on player breaks block bukkit_priority:normal for example
evcen narrate isnt going off when i hold a gold nugget and rihgt click
trith boiht clicks * and clicks block
nvm
debug: false
type: world
events:
on player right clicks * with:gold_nugget bukkit_priority:lowest:
Script:
- narrate test``` this doesnt work
even coinfix: debug: false type: world events: on player right clicks * with:gold_nugget: Script: - narrate test odes nthginw ith a vanilla gold nugget
Ok i see
Been months since ive worked wiht this
srry
bukkit priority lowst and tis still consuming it
debug: false
type: world
events:
on player right clicks * with:gold_nugget bukkit_priority:lowest:
- determine cancelled```
Most likely because the plugin is interfering and running before this, but a more experienced helper may have a better answer.
It doesn't look like anyone more experienced has responded, so we'll assume this isn't possible.
What plugin is related to this issue?
Maybe? #1358543735247343616 message I have brought up the fact there is an api.
use block, dont use *
I didn't even catch that, I forget you're not suppose to use a wildcard like that.
What are you doing exactly in oxytowns words?
what do yu mean "their words"
Oh nvm
this is a diff ticket
this is what i meant
this ticket should be closed tho
apologies for confusion
Thread closed as resolved.
What is triggered when you right click the item?
Thread was manually reopened by @lean pulsar.
this was a different thread vs oxytowns
this ticket isnt an issue anymore
i got mixed up bc LG
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
this was a condition to either allow or block interatc wiht mythic crucible furniture
not sure how achievable that is with denizen
your best shot could be using placeholders from oxytowns
A modern land claim plugin for Minecraft servers. Contribute to Oxywire/OxyTowns development by creating an account on GitHub.
its not possible. there is no placeholder for that. thats wht the other poeson mentined depenizen bc API
have you tried with the ones i liked?
afaik oxytowns is a paid plugin, unlikely it can be added to depenizen
it has an API
thats public
that much i knw
GPL 3
also src here