#(boringmosk) Enchantment Script Container
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(boringmosk) Enchantment Script Container
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it's only those two. if you want to listen for others, you can use something like a "player breaks block" event with a check to see if their held item has an enchantment
Yeah I Understand how to listen to other event. But it seems like a incomplete feature for the Enchantment script...
i mean, aya's working on a 1.21 compatible version of enchantment scripts. i'll leave this to him to see if this is something he wants to add it, but i don't think it's likely since there's already events for whatever those events would be
Yeah That's what i'm thinking. It could have been only the enchantment script and a other one for the events listening...
do you know some script that I can use as a example?
!e player breaks block
Player
player breaks block player breaks <material>
with:<item> to only process the event when the player is breaking the block with a specified item.
when a player breaks a block.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.location> returns the LocationTag the block was broken at.
<context.material> returns the MaterialTag of the block that was broken.
<context.xp> returns how much XP will be dropped.
<context.should_drop_items> returns whether the event will drop items.
"NOTHING" to make the block drop no items.
ListTag(ItemTag) to make the block drop a specified list of items.
ElementTag(Number) to set the amount of xp to drop.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
Yeah Ok I know that. AnyWay Thanks for your time.