#(fishjones_) tag for a custom inventory

39 messages · Page 1 of 1 (latest)

wild steppe
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how do i go about tags for a custom inventory? im trying to use - give and i dont know what to put for the to: part : P

humble sonnetBOT
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(fishjones_) tag for a custom inventory

humble sonnetBOT
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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.

cunning crow
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This varies. Is it a noted inventory? Or an opened custom inventory?

wild steppe
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an unopened custom inventory script

cunning crow
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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.

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Although I've never tried the - give command on it before.

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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.

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!c give

quasi robinBOT
# cunning crow !c give
Group

item

Syntax

give [<item>|...] (quantity:<#>) (unlimit_stack_size) (to:<inventory>) (slot:<slot>) (allowed_slots:<slot-matcher>) (ignore_leftovers)

Short Description

Gives the player an item or xp.

Description

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...

cunning crow
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- define inv <inventory[my_cool_inventory]>
- give stick to:<[inv]>
- inventory open d:<[inv]>
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Or similar.

wild steppe
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okay thank you let me give it a try : )

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ok so in debug it says it works, but when i open the inventory the items are not in there

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actually.. i guess my real question is:

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how do i make an inventory for a single player that can retain items and be opened and closed at any time

cunning crow
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You said the inventory was unopened

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Yet

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You're showing an example of interacting with an ender chest

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And not opening the custom inventory

wild steppe
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i dont want the inventory to open, just want an item to be put in the inventory if u understand

cunning crow
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You want a permanent inventory?

wild steppe
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yeahhhh

cunning crow
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!l notable object

quasi robinBOT
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Possible Confusion

Did you mean to search for advanced object matchables?

cunning crow
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Uhm

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!c note

quasi robinBOT
# cunning crow !c note
Group

core

Syntax

note [<object>/remove] [as:<name>]

Short Description

Adds or removes a named note of an object to the server.

Description

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

cunning crow
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!g notables

quasi robinBOT
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Possible Confusion

Did you mean to search for npcs?

cunning crow
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Brother

wild steppe
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the guide is there^

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https://guide.denizenscript.com/guides/advanced/notables.html

cunning crow
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Yes it is

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You'll need a noted inventory for a permanent inventory

wild steppe
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okey thank u again! i will look into it then