#(fishjones_) tag for a custom inventory
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(fishjones_) tag for a custom inventory
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This varies. Is it a noted inventory? Or an opened custom inventory?
an unopened custom inventory script
Items generally can't be added to a static inventory. However, you can define the inventory prior with an inventory constructor, and then add items to it. And then open it.
Although I've never tried the - give command on it before.
Or I guess you can also modify/give after it's been opened too, but for pre-defined items that can't be put into the procedural items of an inventory script container, the method I described should work.
But you can still give items an an existing opened inventory after too.
!c give
item
give [<item>|...] (quantity:<#>) (unlimit_stack_size) (to:<inventory>) (slot:<slot>) (allowed_slots:<slot-matcher>) (ignore_leftovers)
Gives the player an item or xp.
Gives the linked player items.
Optionally specify a slot to put the items into. If the slot is already filled, the next available slot will be used.
If the inventory is full, the items will be dropped on the ground at the inventory's location.
For player inventories, only the storage contents are valid - to equip armor or an offhand item, use !command equip.
Specifying "unlimit_stack_size" will allow an item to stack up to 64. This is useful for stacking items
with a max stack size that...
- define inv <inventory[my_cool_inventory]>
- give stick to:<[inv]>
- inventory open d:<[inv]>
Or similar.
okay thank you let me give it a try : )
ok so in debug it says it works, but when i open the inventory the items are not in there
actually.. i guess my real question is:
how do i make an inventory for a single player that can retain items and be opened and closed at any time
You said the inventory was unopened
Yet
You're showing an example of interacting with an ender chest
And not opening the custom inventory
i dont want the inventory to open, just want an item to be put in the inventory if u understand
You want a permanent inventory?
yeahhhh
!l notable object
Did you mean to search for advanced object matchables?
core
note [<object>/remove] [as:<name>]
Adds or removes a named note of an object to the server.
Add or remove a 'note' to the server, persistently naming an object that can be referenced in events or scripts.
Only works for object types that are 'notable'.
Noted objects are "permanent" versions of other ObjectTags. (See: !language ObjectTags)
Noted objects keep their properties when added.
Notable object types: CuboidTag, EllipsoidTag, PolygonTag, LocationTag, InventoryTag
!g notables
Brother
okey thank u again! i will look into it then