#(anittafc) add so that drops go to your inventory instead of dropping in the world
18 messages · Page 1 of 1 (latest)
(anittafc) add so that drops go to your inventory instead of dropping in the world
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.
@grand elm
!rule 3 @sudden sedge
Don't ping for help. https://denizenscript.com/discord_rules#rule3
"Pinging" refers to using an @ to alert somebody to your post.
Generally only ping somebody if your message is very specifically directed at them (meaning, only that person has anything to do with the information in your message, and it would be confusing who it was for without the ping).
If you're asking a question, please just make a forum post and ask.
If you have a bug report or a feature request, please just make a forum post about it.
If this is pulled up for you by a helper, your ping was unneeded.
If you're arguing about it, you're wrong.
he told me to create this channel
Just a misunderstanding. I did ask him to post in this channel.
Are you familiar with Denizen? You can listen for the event on entity dies, define the drops, cancel the drops, and then give the defined drops to the damager.
!entity dies|death
!event entity dies
Entity
<entity> dies|death
by:<entity> to only process the event if the killer is known and matches the specified entity matcher.
cause:<cause> to only process the event if it was caused by a specific damage cause.
when an entity dies. Note that this fires *after* the entity dies, and thus some data may be lost from the entity.
The death can only be cancelled on Paper.
when the entity that died is a player. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the entity that died is an NPC.
<context.entity> returns the EntityTag that died.
<context.damager> returns the EntityTag damaging the other entity, if any.
<context.projectile> returns the EntityTag of a projectile used to kill the entity, if one was used.
<context.message> returns an ElementTag of a player's death message.
<context.cause> returns an ElementTag of the cause of the death. See !language damage cause...
<context.drops> returns a ListTag of all pending item drops.
<context.xp> returns an ElementTag of the amount of experience to be dropped.
<context.keep_inventory> returns true if the player dying is set to keep their inventory, false if...
ElementTag to change the death message.
"NO_DROPS" to specify that any drops should be removed.
"NO_XP" to specify that any XP orbs should be removed.
ListTag(ItemTag) to specify new items to be dropped.
ElementTag(Number) to specify the new amount of XP to be dropped.
"KEEP_INV" to specify (if a player death) that the inventory should be kept.
"KEEP_LEVEL" to specify (if a player death) that the XP level should be kept.
"NO_MESSAGE" to hide a player death message.
True - this adds switches in:<area> + location_flagged:<flag name>.
thanks
Has your issue been resolved, or your question been answered?
If so, please use the </resolved:1028673926114594866> command to close your thread.
Or </invalid:1028673926898909185> if it's not possible to resolve.
If not yet resolved, please reply below to tell us what you still need.
(Note that if there is no reply for a few days, this thread will eventually close itself.)
@sudden sedge