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I would like to suggest that the script accept automatic arguments based on the item the player is holding at the time the script is ran. I imagine that you could pass 3 or more arguments: <itemID> <itemData> <itemName> and maybe damage info, enchantment info, etc?
An example of use would be:/sbcreate [@bypass /sell <itemID>] [/broadcast <player> just sold <itemName>]
it shouldn't be difficult to add ! I'll see if I can do it !
Sweet! And I just thought of a few extra arguments too: <itemAmtHand> = the amount of that item in hand; <itemAmtInventory> = the amount of that item in inventory
Sorry, my mind keeps thinking of more possibilities, lol.
@bryanschmidty: Go
Possibilities are endless but my time is not ! I have thousand of things I want to add, but I can't... ! so don't be too much creative lol... thanks !
No worries. I completely understand. Do you have a repository that you wouldn't mind giving me read access to? I would love to help take a bit of the load off if I can code a few features.
I'm working on an API that will provide the possibilities to easily, add options, or bind script to any bukkit event, I should release it soon !
anyway, I released a part of the source code on the main page ( look at the comments ) ! but don't try to mod it atm, some things may change !
That sounds awesome! I will keep an eye out for the API. Keep up the good work :)
I'm don't think this script will work :
/sbcreate [@bypass /sell <itemID>] [/broadcast <player> just sold <itemName>]
because if you sell the item, then your item is no longer hold by the player, so it can't return the itemName !
More... if the player doesn't have an item in hand, then the /sell command won't work, and the broadcast message with an empty itemName will also be sent !
@Shereis: Go
I was under the impression that these arguments would be passed to the script at the time that it was executed. So, you left-click the block with cobblestone and immediately, the script receives the data value of the block, stores it, and uses that throughout the rest of the script.
I understand the second part, and that would be harder to get around, but I don't see it as an issue. I would plan on linking this script to a sign that says "Click here with the item you wish to sell". So if nothing is sold, it is the user's fault, and not the script's.
however placing the broadcast message before the sell commands, will works...
if I have the time, I will see if I can store the items infos for this feature.
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