cursor out of 3939 meta-documentation entries...| Name | item_on_cursor |
| Object | PlayerTag |
| Input | ItemTag |
| Related Tags | <PlayerTag.item_on_cursor> Returns the item on the player's cursor, if any. This includes (...)
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| Description | Sets the item on the player's cursor.
This includes chest interfaces, inventories, and hotbars, etc. |
| Generated Example | |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/PlayerTag.java#L2942 |
| Name | <EntityTag.cursor_on_solid[(<range>)]> |
| Returns | LocationTag |
| Description | Returns the location of the solid block the entity is looking at.
Optionally, specify a maximum range to find the location from (defaults to 200). Note that this will return null if there is no solid block in range. This only uses solid blocks, ie it ignores passable blocks like tall-grass. Use EntityTag.cursor_on to include passable blocks. Equivalent to <EntityTag.eye_location.ray_trace[return=block]> |
| Generated Example | |
| Group | location |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/EntityTag.java#L1585 |
| Name | <EntityTag.cursor_on[(<range>)]> |
| Returns | LocationTag |
| Description | Returns the location of the block the entity is looking at.
Optionally, specify a maximum range to find the location from (defaults to 200). This uses logic equivalent to LocationTag.precise_cursor_on_block. Note that this will return null if there is no block in range. This uses all blocks, ie it includes passable blocks like tall-grass and water. Use EntityTag.cursor_on_solid to exclude passable blocks. Equivalent to <EntityTag.eye_location.ray_trace[return=block;fluids=true;nonsolids=true]> |
| Generated Example | |
| Group | location |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/EntityTag.java#L1608 |
| Name | <LocationTag.precise_cursor_on_block[(<range>)]> |
| Returns | LocationTag |
| Description | Deprecated in favor of LocationTag.ray_trace with input setting [return=block]. |
| Generated Example | |
| Group | world |
| Deprecated | use "ray_trace[return=block]" instead. |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/LocationTag.java#L1909 |
| Name | <LocationTag.precise_cursor_on[(<range>)]> |
| Returns | LocationTag |
| Description | Deprecated in favor of LocationTag.ray_trace with all default settings (no input other than optionally the range). |
| Generated Example | |
| Group | world |
| Deprecated | use "ray_trace" instead. |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/LocationTag.java#L1930 |
| Name | <PlayerTag.item_on_cursor> |
| Returns | ItemTag |
| Mechanism | PlayerTag.item_on_cursor |
| Description | Returns the item on the player's cursor, if any. This includes
chest interfaces, inventories, and hotbars, etc. |
| Generated Example | |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/PlayerTag.java#L1592 |
| Name | <server.map_cursor_types> |
| Returns | ListTag |
| Description | Returns a list of all map cursor types known to the server.
Generally used with map and Map Script Containers. For the default ("vanilla") map cursor types, see the "Text ID" column in https://minecraft.wiki/w/Map#Map_icons. |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/tags/core/ServerTagBase.java#L925 |
| Name | PlayEffect |
| Syntax | playeffect [effect:<name>] [at:<location>|...] (data:<#.#>) (special_data:<map>) (visibility:<#.#>) (quantity:<#>) (offset:<#.#>,<#.#>,<#.#>) (targets:<player>|...) (velocity:<vector>) |
| Short Description | Plays a visible or audible effect at the location. |
| Full Description | Allows the playing of particle effects anywhere without the need of the source it comes from originally.
The particles you may use, can come from sources such as a potion effect or a portal/Enderman with their particles respectively. Some particles have different data which may include different behavior depending on the data. Default data is 0 Specifying a visibility value changes the sight radius of the effect. For example if visibility is 15; Targeted players won't see it unless they are 15 blocks or closer. You can add a quantity value that allow multiple of the same effect played at the same time. If an offset is set, each particle will be played at a different location in the offset area. Everyone will see the particle effects unless a target has been specified. See Particle Effects for a list of valid effect names. Version change note: The original PlayEffect command raised all location inputs 1 block-height upward to avoid effects playing underground when played at eg a player's location. This was found to cause too much confusion, so it is no longer on by default. However, it will still happen for older commands. The distinction is in whether you include the (now expected to use) "at:" prefix on your location argument. If you do not have this prefix, the system will assume your command is older, and will apply the 1-block height offset. Some particles will require input to the "special_data" argument. The data input is a MapTag with different keys per particle. - For DUST particles, the input is of format [size=<size>;color=<color>], e.g. "[size=1.2;color=red]". - For DUST_COLOR_TRANSITION particles, the input is of format [size=<size>;from=<color>;to=<color>], e.g "[size=1.2;from=red;to=blue]". - For BLOCK, BLOCK_CRUMBLE, BLOCK_MARKER, DUST_PILLAR, or FALLING_DUST particles, the input is of format [material=<material>], e.g. [material=stone] - For VIBRATION particles, the input is of format [origin=<location>;destination=<location/entity>;duration=<duration>], for example: [origin=<player.location>;destination=<player.cursor_on>;duration=5s] - For ITEM particles, the input is of format [item=<item>], e.g. "[item=stick]". - For TRAIL particles, the input is of format [color=<color>;target=<location>;duration=<duration>], e.g. "[color=red;target=<player.cursor_on>;duration=20s]". - For ENTITY_EFFECT particles, the input is of format [color=<color>], e.g. "[color=green]". - For SHRIEK particles, the input is of format [duration=<duration>], e.g. "[duration=1m]". - For SCULK_CHARGE particles, the input is of format [radians=<element>], e.g. "[radians=<element[90].to_radians>]". Optionally specify a velocity vector for standard particles to move. Note that this ignores the 'data' input if used. |
| Related Tags | <server.effect_types> Returns a list of all 'effect' types known to the server. (...)
<server.particle_types> Returns a list of all particle effect types known to the server. (...)
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| Synonyms (Search Aid) | particle |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/PlayEffectCommand.java#L55 |
| Name | Take |
| Syntax | take [iteminhand/cursoritem/bydisplay:<name>/bycover:<title>|<author>/slot:<slot>/flagged:<flag>/item:<matcher>] (quantity:<#>) (from:<inventory>) |
| Short Description | Takes an item from the player. |
| Full Description | Takes items from a player or inventory.
If the player or inventory does not have the item being taken, nothing happens. Using 'slot:' will take the items from that specific slot. Using 'flagged:' with a flag name will take items with the specified flag name, see flag system. Using 'iteminhand' will take from the player's held item slot. Using 'cursoritem' will take from the player's held cursor item (as in, one that's actively being picked up and moved in an inventory screen). Using 'bydisplay:' will take items with the specified display name. Using 'bycover:' will take a written book by the specified book title + author pair. Using 'raw_exact:' (Intentionally undocumented) will compare all raw details of an item exactly. This is almost always a bad idea to use. DO NOT USE. Using 'item:' will take items that match an advanced item matcher, using the system behind Advanced Object Matching. Flagged, Slot, ByDisplay, and Raw_Exact, all take a list as input to take multiple different item types at once. If no quantity is specified, exactly 1 item will be taken. Specifying a raw item without any matching method is considered unreliable and should be avoided. Optionally using 'from:' to specify a specific inventory to take from. If not specified, the linked player's inventory will be used. The options 'iteminhand' and 'cursoritem' require a linked player and will ignore the 'from:' inventory. To take xp from a player, use experience. To take money from a player, use money. |
| Related Tags | <PlayerTag.item_in_hand> Returns the item the entity is holding, or air if none.
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| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/TakeCommand.java#L41 |
| Name | player click_type clicks item in inventory |
| Event Lines | player (<click_type>) clicks (<item>) in <inventory> |
| Triggers | when a player clicks in an inventory. Note that you likely will also want to listen to player drags in inventory. |
| Generated Examples | after player click_type clicks wooden_axe in inventory:
after player clicks in cartography: |
| Has Player | Always. - this adds switches 'flagged:<flag name>' + 'permission:<node>', in addition to the '<player>' link. |
| Switches | with:<item> to only process the event if a specified cursor item was used.
in_area:<area> replaces the default 'in:<area>' for this event. action:<action> to only process the event if a specified action occurred. slot:<slot> to only process the event if a specified slot or slot_type was clicked. For slot input options, see Slot Inputs. |
| Contexts | <context.item> returns the ItemTag the player has clicked on.
<context.inventory> returns the InventoryTag (the 'top' inventory, regardless of which slot was clicked).
<context.clicked_inventory> returns the InventoryTag that was clicked in.
<context.cursor_item> returns the item the Player is clicking with.
<context.click> returns an ElementTag with the name of the click type. Click type list: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/inventory/ClickType.html
<context.slot_type> returns an ElementTag with the name of the slot type that was clicked. Slot type list: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/inventory/InventoryType.SlotType.html
<context.slot> returns an ElementTag with the number of the slot that was clicked.
<context.raw_slot> returns an ElementTag with the raw number of the slot that was clicked.
<context.is_shift_click> returns true if 'shift' was used while clicking.
<context.action> returns the inventory_action. See Inventory Actions.
<context.hotbar_button> returns an ElementTag of the button pressed as a number, or 0 if no number button was pressed.
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| Determine | ItemTag to set the current item for the event. |
| Cancellable | True - This adds <context.cancelled> and determine 'cancelled' or 'cancelled:false' |
| Has Location | True - This adds the switches 'in:<area>', 'location_flagged:<flag>', ... |
| Group | Player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/events/player/PlayerClicksInInventoryScriptEvent.java#L70 |
| Name | /ex command |
| Description | The '/ex' command is an easy way to run a single denizen script command in-game.
'Ex' is short for 'Execute'. Its syntax, aside from '/ex' is exactly the same as any other Denizen script command. When running a command, some context is also supplied, such as '<player>' if being run by a player (versus the console), as well as '<npc>' if a NPC is selected by using the '/npc sel' command. By default, ex command debug output is sent to the player that ran the ex command (if the command was ran by a player). To avoid this, use '-q' at the start of the ex command. Like: /ex -q narrate "wow no output" The '/ex' command creates a new queue each time it's run, meaning for example '/ex define' would do nothing, as the definition will be lost immediately. If you need to sustain a queue between multiple executions, use '/exs' ("Execute Sustained"). A sustained queue will use the same queue on every execution until the queue stops (normally due to '/exs stop'). Be warned that waits will block the sustained queue - eg '/exs wait 10m' will make '/exs' effectively unusable for 10 minutes. Examples: /ex flag <player> test_flag:! /ex run npc_walk_script Need to '/ex' a command as a different player or NPC? Use The Player and NPC Arguments. Examples: /ex narrate player:<[aplayer]> 'Your health is <player.health.formatted>.' /ex walk npc:<[some_npc]> <player.cursor_on> |
| Group | Console Commands |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/utilities/command/ExCommandHandler.java#L34 |
| Name | Inventory Actions |
| Description | Used by some inventory world events to describe the action of the inventory event.
Actions, as described by the bukkit javadocs: CLONE_STACK A max-size stack of the clicked item is put on the cursor. COLLECT_TO_CURSOR The inventory is searched for the same material, and they are put on the cursor up to MaterialTag.max_stack_size. DROP_ALL_CURSOR The entire cursor item is dropped. DROP_ALL_SLOT The entire clicked slot is dropped. DROP_ONE_CURSOR One item is dropped from the cursor. DROP_ONE_SLOT One item is dropped from the clicked slot. HOTBAR_MOVE_AND_READD The clicked item is moved to the hotbar, and the item currently there is re-added to the player's inventory. HOTBAR_SWAP The clicked slot and the picked hotbar slot are swapped. MOVE_TO_OTHER_INVENTORY The item is moved to the opposite inventory if a space is found. NOTHING Nothing will happen from the click. PICKUP_ALL All of the items on the clicked slot are moved to the cursor. PICKUP_HALF Half of the items on the clicked slot are moved to the cursor. PICKUP_ONE One of the items on the clicked slot are moved to the cursor. PICKUP_SOME Some of the items on the clicked slot are moved to the cursor. PLACE_ALL All of the items on the cursor are moved to the clicked slot. PLACE_ONE A single item from the cursor is moved to the clicked slot. PLACE_SOME Some of the items from the cursor are moved to the clicked slot (usually up to the max stack size). SWAP_WITH_CURSOR The clicked item and the cursor are exchanged. UNKNOWN An unrecognized ClickType. |
| Group | Useful Lists |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/events/player/PlayerClicksInInventoryScriptEvent.java#L20 |
| Name | Map Script Containers |
| Description | Map scripts allow you define custom in-game map items, for usage with the map command.
The following is the format for the container.
A list of cursor types is available through server.map_cursor_types. |
| Group | Script Container System |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/containers/core/MapScriptContainer.java#L23 |
| Name | <ItemTag.map_to_image[<player>]> |
| Returns | ImageTag |
| Description | Returns an image of a filled map item's contents.
Must specify a player for the map to render for, as if that player is holding the map. Note that this does not include cursors, as their rendering is entirely client-side. |
| Generated Example | |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/ItemTag.java#L752 |
| Name | <LocationTag.ray_trace[(range=<#.#>/{200});(return=<{precise}/block/normal>);(default=<{null}/air>);(fluids=<true/{false}>);(nonsolids=<true/{false}>);(entities=<matcher>);(ignore=<entity>|...);(raysize=<#.#>/{0})]> |
| Returns | LocationTag |
| Description | Traces a line from this location towards the direction it's facing, returning the location of the first hit block or (optionally) entity.
This tag has also been referred to as 'cursor_on' or 'precise_cursor_on' in the past. For ray tracing entities, see LocationTag.ray_trace_target. Using 'return=normal' instead replaces the old 'precise_impact_normal' tag. Optionally specify: range: (defaults to 200) a maximum distance (in blocks) to trace before giving up. return: (defaults to precise) specify "precise" to return the exact location of the hit (if it hits a block, returns a location along the edge of the block -- but if it hits an entity, returns a location along the body of the entity) "normal" to return the normal vector of the impact location, or "block" to return the location of the block hit (if it hits an entity, returns equivalent to 'precise') For "precise" and "block", the location's direction is set to the direction of the block face hit (or entity bounding box face), pointing exactly away from whatever was hit (the 'normal' direction). default: (defaults to "null") specify "null" to return null when nothing is hit, or "air" to return the location of the air at the end of the trace (NOTE: can potentially be in water or other ignored block type, not just literal air). fluids: (defaults to false) specify "true" to count fluids like water as solid, or "false" to ignore them. nonsolids: (defaults to false) specify "true" to count passable blocks (like tallgrass) as solid, or false to ignore them. entities: (defaults to none) specify an entity matcher for entities to count as blocking the trace, "*" for any entity counts, or leave off (or empty) to ignore entities. ignore: (defaults to none) optional list of EntityTags to ignore even if they match the matcher. raysize: (defaults to 0) sets the radius of the ray being used to trace entities (and NOT for blocks!). |
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| Synonyms (Search Aid) | locationtag.raycast, locationtag.raytrace, locationtag.ray_cast |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/LocationTag.java#L1728 |
| Name | AdjustBlock |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/mechanisms.html |
| Syntax | adjustblock [<location>|...] [<mechanism>](:<value>) (no_physics) |
| Short Description | Adjusts a mechanism on the material of a block at the location. |
| Full Description | Adjusts a mechanism on the material of a block at the location.
That is, an equivalent to adjust, but that directly applies a "MaterialTag" mechanism onto a block. Input a location or list of locations, and the mechanism to apply. Use the "no_physics" argument to indicate that the change should not apply a physics update. If not specified, physics will apply to the block and nearby blocks. |
| Related Tags | <LocationTag.material> Returns the material of the block at the location.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/AdjustBlockCommand.java#L30 |
| Name | CopyBlock |
| Syntax | copyblock [<location>] [to:<location>] (remove_original) |
| Short Description | Copies a block to another location, keeping metadata when possible. |
| Full Description | Copies a block to another location.
You may also use the 'remove_original' argument to delete the original block. This effectively moves the block to the target location. |
| Related Tags | <LocationTag.material> Returns the material of the block at the location.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/CopyBlockCommand.java#L29 |
| Name | DebugBlock |
| Syntax | debugblock [<location>|.../clear] (color:<color>) (name:<name>) (players:<player>|...) (d:<duration>{10s}) |
| Short Description | Shows or clears minecraft debug blocks. |
| Full Description | Shows or clears minecraft debug blocks, AKA "Game Test Markers".
These are block-grid-aligned markers that are a perfect cube of a single (specifiable) transparent color, and stay for a specified duration of time or until cleared. Markers can optionally also have simple text names. If arguments are unspecified, the default color is white, the default player is the linked player, the default name is none, and the default duration is 10 seconds. Note that on MC 1.21+ this has limitations (within Minecraft itself), namely: - the color is always green. - the duration is always 10 seconds. - the name can only be a LocationTag and defaults to the debug block's location if unspecified. - debug blocks can't be cleared. |
| Related Tags | None
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| Synonyms (Search Aid) | gametestmarker |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/DebugBlockCommand.java#L30 |
| Name | Fish |
| Syntax | fish [<location>/stop] (catch:{none}/default/junk/treasure/fish) (chance:<#>) |
| Short Description | Causes an NPC to begin fishing around a specified location. |
| Full Description | Causes an NPC to begin fishing at the specified location.
Setting catch determines what items the NPC may fish up, and the chance is the odds of the NPC fishing up an item. |
| Related Tags | None
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/FishCommand.java#L27 |
| Name | Inventory |
| Syntax | inventory [open/close/copy/move/swap/set/keep/exclude/fill/clear/update/adjust <mechanism>:<value>/flag <name>(:<action>)[:<value>] (expire:<time>)] (destination:<inventory>) (origin:<inventory>/<item>|...) (slot:<slot>) |
| Short Description | Edits the inventory of a player, NPC, or chest. |
| Full Description | Use this command to edit the state of inventories.
By default, the destination inventory is the current attached player's inventory. If you are copying, swapping, removing from (including via "keep" and "exclude"), adding to, moving, or filling inventories, you'll need both destination and origin inventories. Origin inventories may be specified as a list of ItemTags, but destinations must be actual InventoryTags. Using "open", "clear", or "update" only require a destination. "Update" also requires the destination to be a valid player inventory. Using "close" closes any inventory that the currently attached player has opened. The "adjust" option adjusts mechanisms on an item within a specific slot of an inventory (the "slot" parameter is required). Note that this is only for items, it does NOT adjust the inventory itself. Use adjust to adjust an inventory mechanism. The "flag" option sets a flag on items, similar to flag. See also flag system. The "update" option will refresh the client's view of an inventory to match the server's view, which is useful to workaround some sync bugs. Note that to add items to an inventory, you should usually use give, and to remove items from an inventory, you should usually use take. The slot argument can be any valid slot, see Slot Inputs. |
| Related Tags | <PlayerTag.inventory> Returns a InventoryTag of the player's current inventory. (...)
<PlayerTag.enderchest> Gets the player's enderchest inventory. (...)
<PlayerTag.open_inventory> Gets the inventory the player currently has open. If the player has no open (...)
<NPCTag.inventory> Returns the InventoryTag of the NPC.
<LocationTag.inventory> Returns the InventoryTag of the block at the location. If the (...)
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| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/InventoryCommand.java#L105 |
| Name | Leash |
| Syntax | leash (cancel) [<entity>|...] (holder:<entity>/<location>) |
| Short Description | Sticks a leash on target entity, held by a fence or another entity. |
| Full Description | Attaches a leash to the specified entity.
The leash may be attached to a fence, or another entity. Players and Player NPCs may not be leashed. Note that releasing a mob from a fence post may leave the leash attached to that fence post. Non-player NPCs can be leashed if '/npc leashable' is enabled. |
| Related Tags | <EntityTag.is_leashed> Returns whether the entity is leashed.
<EntityTag.leash_holder> Returns the leash holder of entity.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/LeashCommand.java#L27 |
| Name | ModifyBlock |
| Syntax | modifyblock [<location>|.../<ellipsoid>/<cuboid>] [<material>|...] (no_physics/naturally:<tool>) (delayed) (<script>) (<percent chance>|...) (source:<player>) (max_delay_ms:<#>) |
| Short Description | Modifies blocks. |
| Full Description | Changes blocks in the world based on the criteria given.
Use 'no_physics' to place the blocks without physics taking over the modified blocks. This is useful for block types such as portals or water. This does NOT control physics for an extended period of time. Specify (<percent chance>|...) to give a chance of each material being placed (in any material at all). Use 'naturally:' when setting a block to air to break it naturally, meaning that it will drop items. Specify the tool item that should be used for calculating drops. Use 'delayed' to make the modifyblock slowly edit blocks at a time pace roughly equivalent to the server's limits. Optionally, specify 'max_delay_ms' to control how many milliseconds the 'delayed' set can run for in any given tick (defaults to 50). Note that specifying a list of locations will take more time in parsing than in the actual block modification. Optionally, specify a script to be ran after the delayed edits finish. (Doesn't fire if delayed is not set.) Optionally, specify a source player. When set, Bukkit events will fire that identify that player as the source of a change, and potentially cancel the change. The source argument might cause weird interoperation with other plugins, use with caution. The modifyblock command is ~waitable. Refer to ~waitable. |
| Related Tags | <LocationTag.material> Returns the material of the block at the location.
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| Synonyms (Search Aid) | setblock, changeblock, placeblock, breakblock |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/ModifyBlockCommand.java#L62 |
| Name | ShowFake |
| Syntax | showfake [<material>|.../cancel] [<location>|...] (players:<player>|...) (d:<duration>{10s}) |
| Short Description | Makes the player see a block change that didn't actually happen. |
| Full Description | Makes the player see a block change that didn't actually happen.
This means that the server will still register the block being what it was before the command, and players not included in the command will still see the original block. You must specify a location (or list of locations), and a material (or list of materials). The material list does not have to be of the same size as the location list (materials will be repeated automatically). Optionally, specify a list of players to show the change to. If unspecified, will default to the linked player. Optionally, specify how long the fake block should remain for. If unspecified, will default to 10 seconds. After the duration is up, the block will revert back to whatever it really is (on the server-side). Note that while the player will see the block as though it were real, the server will have no knowledge of this. This means that if the player, for example, stands atop a fake block that the server sees as air, that player will be seen as flying. The reverse applies as well: if a player walks through fake air (that is actually solid), the server will see a player walking through walls. This can easily lead to players getting kicked by anti-cheat systems or similar results. You can enable the player to walk through fake air via PlayerTag.noclip. Note as well that some clientside block effects may occur (eg fake fire may appear momentarily to actually ignite things, but won't actually damage them). Warning: extremely complex chunks (those with a significant variety of block types in a small area) might not be able to retain fake blocks over time properly. |
| Related Tags | <PlayerTag.fake_block_locations> Returns a list of locations that the player will see a fake block at, as set by showfake or connected commands.
<PlayerTag.fake_block[<location>]> Returns the fake material that the player will see at the input location, as set by showfake or connected commands. (...)
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Synonyms (Search Aid) | fakeblock |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ShowFakeCommand.java#L31 |
| Name | Sit |
| Syntax | sit (<location>) |
| Short Description | Causes the NPC to sit. To make them stand, see Stand. |
| Full Description | Makes the linked NPC sit at the specified location.
Use Stand to make the NPC stand up again. |
| Related Tags | <NPCTag.is_sitting> Returns true if the NPC is sitting. Relates to sit.
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| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/SitCommand.java#L23 |
| Name | sleep |
| Syntax | sleep (<location>) |
| Short Description | Causes the NPC to sleep. To make them wake up, see Stand. |
| Full Description | Makes the linked NPC sleep at the specified location.
Use Stand to make the NPC wake back up. |
| Related Tags | <NPCTag.is_sleeping> Returns true if the NPC is sleeping. Relates to sleep.
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| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/SleepCommand.java#L24 |
| Name | Switch |
| Syntax | switch [<location>|...] (state:{toggle}/on/off) (duration:<value>) (no_physics) |
| Short Description | Switches state of the block. |
| Full Description | Changes the state of a block at the given location, or list of blocks at the given locations.
Optionally specify "state:on" to turn a block on (or open it, or whatever as applicable) or "state:off" to turn it off (or close it, etc). By default, will toggle the state (on to off, or off to on). Optionally specify the "duration" argument to set a length of time after which the block will return to the original state. Works on any interactable blocks, including: - the standard toggling levers, doors, gates... - Single-use interactables like buttons, note blocks, dispensers, droppers, ... - Redstone interactables like repeaters, ... - Special interactables like tripwires, ... - Bells as a special case will ring when you use 'switch' on them, ... - Almost any other block with an interaction handler. This will generally (but not always) function equivalently to a user right-clicking the block (so it will open and close doors, flip levers on and off, press and depress buttons, ...). Optionally specify 'no_physics' to not apply a physics update after switching. |
| Related Tags | <LocationTag.switched> Returns whether the block at the location is considered to be switched on. (...)
<MaterialTag.switched> Returns whether a material is 'switched on', which has different semantic meaning depending on the material type. (...)
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Synonyms (Search Aid) | toggle, lever, activate, power, redstone |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/SwitchCommand.java#L37 |
| Name | Teleport |
| Syntax | teleport (<entity>|...) [<location>] (cause:<cause>) (entity_options:<option>|...) (relative) (relative_axes:<axis>|...) (offthread_repeat:<#>) (offthread_yaw) (offthread_pitch) |
| Short Description | Teleports the entity(s) to a new location. |
| Full Description | Teleports the entity or entities to the new location.
Entities can be teleported between worlds using this command. You may optionally specify a teleport cause for player entities, allowing proper teleport event handling. When not specified, this is "PLUGIN". See teleport cause for causes. Instead of a valid entity, an unspawned NPC or an offline player may also be used. Optionally specify "relative" to use relative teleportation (Paper only). This is primarily useful only for players, but available for all entities. Relative teleports are smoother for the client when teleporting over short distances. Optionally, you may use "relative_axes:" to specify a set of axes to move relative on (and other axes will be treated as absolute), as any of "X", "Y", "Z", "YAW", "PITCH". Optionally, you may use "offthread_repeat:" with the relative arg when teleporting a player to smooth out the teleport with a specified number of extra async packets sent within a single tick. Optionally, specify "offthread_yaw" or "offthread_pitch" while using offthread_repeat to smooth the player's yaw/pitch to the new location's yaw/pitch. Optionally, specify additional teleport options using the 'entity_options:' arguments (Paper only). This allows things like retaining an open inventory when teleporting - see the links below for more information. See https://jd.papermc.io/paper/1.19/io/papermc/paper/entity/TeleportFlag.EntityState.html for all possible options. Note that the API this is based on is marked as experimental in Paper, and so may change in the future. |
| Related Tags | <EntityTag.location> Returns the location of the entity. (...)
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Synonyms (Search Aid) | tp |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/TeleportCommand.java#L39 |