Search found 236 matches

by mcmonkey
December 4th, 2019, 8:26 pm
Forum: Scripts
Topic: Ride The Chickens
Replies: 1
Views: 562

Re: Ride The Chickens

Updated to more modern syntax + fixed looking direction bork.
by mcmonkey
November 26th, 2019, 10:01 am
Forum: Scripts
Topic: Simple Backpack
Replies: 3
Views: 74

Re: Simple Backpack

- use "- inventory adjust ..." or the "item.with[...]" tag, not adjust+save+inventory set - You forgot to disable debug on one of the scripts - Don't use player flags to track data for an inventory script. Just make a generic inventory script (or straight up use " generic[size=9] ") and apply the dy...
by mcmonkey
November 26th, 2019, 7:26 am
Forum: Scripts
Topic: Grappling Hook!
Replies: 2
Views: 53

Re: Grappling Hook!

" .size> == 0: " -> there's an is_empty tag you can use instead of that :D Also that queue-passing-around seems a bit hackish. Don't offhand have a suggestion to replace it but... that's probably not the ideal way. .shot_entities.get[1].as_entity.location> you shouldn't need that "as_entity" there.....
by mcmonkey
November 24th, 2019, 2:40 am
Forum: Scripts
Topic: Custom Blocks
Replies: 2
Views: 66

Re: Custom Blocks

(This post is in regards to haste https://one.denizenscript.com/haste/62245 ) Suggestion: switch the "is_custom_block" setting to be an item script key. Use like <ITEM.script.yaml_key[is_custom_block]||false> also, probably disable debug on the main script if you're considering it in good enough con...
by mcmonkey
November 24th, 2019, 1:41 am
Forum: Scripts
Topic: Random Death Messages
Replies: 7
Views: 107

Re: Random Death Messages

GoMinecraft wrote:
November 24th, 2019, 12:47 am
Capture what a player was killed with in PvP, if possible
Absolutely possible, yes. You can even do the item hover thingy with the advanced formatty tags. (Though to do this, you have to block the message and announce your own, as the event itself doesn't support fancy-formatted messages).
by mcmonkey
November 24th, 2019, 1:32 am
Forum: Scripts
Topic: Behr's Interactive Color Palette Command
Replies: 1
Views: 285

Re: Behr's Interactive Color Palette Command

You should update this to the new formatted text systems in Denizen! :D
by mcmonkey
November 24th, 2019, 1:17 am
Forum: Drop-In Ready
Topic: Chat Pings
Replies: 2
Views: 435

Re: Chat Pings

GoMinecraft wrote:
November 23rd, 2019, 11:15 am
If you are using a chat management plugin (VentureChat, for example), it may not work initially!

This is easily resolved.
The ideal resolution is to remove such a plugin, and replace it. Either with a more stable chat plugin, or just a Denizen script :D
by mcmonkey
November 19th, 2019, 12:28 pm
Forum: Drop-In Ready
Topic: NPC Skin From URL
Replies: 0
Views: 209

NPC Skin From URL

A drop-in script that works as a Citizens extension to set NPC skins from a direct image URL. (Based on an old script by Mergu of the same concept, but updated/modernized/cleaned for general public usage) Hastebin: https://one.denizenscript.com/haste/62163 <-- Most users, just click here and click "...
by mcmonkey
November 11th, 2019, 12:17 pm
Forum: Scripts
Topic: Inspect target combat ability
Replies: 4
Views: 85

Re: Inspect target combat ability

- I suppose you mean about the <context.entity.name>. I use it because it returns the custom name of entities, player names and entity types. I never mentioned anything about context.entity.name, wat. If you meant the attack speed where I checked if it was a player being inspected, I used entity.ty...
by mcmonkey
November 10th, 2019, 3:05 pm
Forum: Scripts
Topic: Inspect target combat ability
Replies: 4
Views: 85

Re: Inspect target combat ability

- Script is a bit long and messy (fallbacks / defines might come in handy here) - For highly repetitive code (like the sub-section of script that's copypasta'd for each item), make a subscript to be ran per item, instead of copypastaspasm. The end result will occupy less than half the file size, and...
by mcmonkey
November 8th, 2019, 2:52 pm
Forum: Issues
Topic: Clickable Yes/No?
Replies: 3
Views: 68

Re: Clickable Yes/No?

That's not quite possible, as the click is executed on the clientside - you have to write a script that reads whatever the client sends through and executes it as-needed on the server (a chat trigger or command script) - while also bearing in mind that players can send any chat/command they want at ...
by mcmonkey
November 7th, 2019, 4:41 pm
Forum: Issues
Topic: Clickable Yes/No?
Replies: 3
Views: 68

Re: Clickable Yes/No?

- narrate "Click <element[yes].on_click[yes].type[run_command].on_hover[Click to say yes]>"
Then a chat trigger listening for "yes"
Alternately a command script and similar overall concept.
by mcmonkey
November 7th, 2019, 4:39 pm
Forum: Issues
Topic: New to denizen, issues assigning WIP script
Replies: 4
Views: 63

Re: New to denizen, issues assigning WIP script

Yes, indentation matters.
To execute a command as a player, - execute as_player "mg join"

Also, if you haven't already, I'd recommend joining the Discord https://discord.gg/Q6pZGSR
by mcmonkey
November 4th, 2019, 5:19 am
Forum: Scripts
Topic: SQL Handler
Replies: 1
Views: 110

Re: SQL Handler

- define pass:"none" ^ that's bad syntax - yaml id:<[id]> set Password:MyPassword ^ for these lines, you should probably include a comment saying to not change the password within the script there, only within the generated config, to avoid risk of people confusing that. You also still have old-sty...
by mcmonkey
November 4th, 2019, 5:14 am
Forum: Scripts
Topic: Script Queues Control
Replies: 1
Views: 87

Re: Script Queues Control

This script is extremely liable to create problems. Both the generic concept of indiscriminate queue killing, and the wait command within killq.
Also the list command is pretty wtfy. Why is it one queue ID per narrate? Just ... stick em all together in tag.
by mcmonkey
November 4th, 2019, 5:10 am
Forum: Scripts
Topic: Player Ping Command
Replies: 1
Views: 97

Re: Player Ping Command

" - if <def[ping]> == null:
# Very rare case, but can happen.
"
When would this ever happen? It shouldn't.
In fact I do believe it is impossible.
by mcmonkey
November 4th, 2019, 5:08 am
Forum: Scripts
Topic: Broadcast Command
Replies: 1
Views: 82

Re: Broadcast Command

Including the "permission message" node is redundant if you're leaving it at the default.
Also that long at the end can just be <context.raw_args.parse_color>
by mcmonkey
November 4th, 2019, 5:07 am
Forum: Scripts
Topic: Auto Server Restart
Replies: 1
Views: 97

Re: Auto Server Restart

This is very similar to a sample script in the guide: https://guide.denizenscript.com/guides/background/denizen-capability.html#what-can-a-normal-user-do-with-denizen With a notable difference that you included save instructions, which is actually considered erroneous to include. The server saves it...
by mcmonkey
October 21st, 2019, 9:22 pm
Forum: Trash
Topic: Aurora Gaming is hiring!
Replies: 1
Views: 196

Re: Aurora Gaming is hiring!

This is not a paid hiring job,
Then it doesn't belong in the paid hiring section, does it?
by mcmonkey
September 27th, 2019, 5:43 pm
Forum: Issues
Topic: Stopping a sign from breaking
Replies: 1
Views: 178

Re: Stopping a sign from breaking

(Moved to issues section)

You basically have to listen to *every* applicably event (player breaks block, entity explodes, ...) and for that matter listens to the block *below* the sign breaking as well.