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Scripting
Scripting is an advanced method that can be used for many different things.
You could for example make a script that renders all small entities on your shoulders instead of in your hands,
or you could have custom pickup conditions like XP levels, achievements and even positioning in the world.
The scripts are simple json files, that can have any name and must be placed in the config/carryon-scripts folder.
Contents
The pickup object refers to which objects this script are affected by.
The object can either be of type block
or entity
.
Blocks can be specified using name
for the blockname, meta
for meta value, nbt
for any NBT Tags. NBT structure works like vanilla's default nbt structure.
Blocks can also have a material
type, which can be used to specify a block material. Valid material names here.
Blocks can also be matched based on resistance
, meaning explosion resistance and hardness
, meaning break time.
Entites also have a name
type, which is used to specifiy the name.
The height
and weight
types can be used to specify dimensions of the entity.
They can, like blocks, be matched on nbt
. They can also be matched based on health
.
This probably sounds very strange, so let's explain with some examples.
{
"object":
{
"block":
{
"name" : "minecraft:gold_block"
}
}
}
This script runs for Minecraft's Gold Block.
{
"object":
{
"block":
{
"hardness" : ">=1"
}
}
}
This script runs for any block with a hardness value that's greater than or equal to 1 These types can be combined in any way.
{
"object":
{
"block":
{
"hardness" : ">=1",
"material" : "rock",
"meta" : "<=11",
"nbt" :
{
"SomeString" : "foo",
"SomeInt" : 2
}
}
}
}
This script runs for any block with a hardness that's greater than or equal to 1, has the material "rock" (like stone, bricks..), has a meta value that's below or equal to 11, and has an NBT tag with two tags, one called "SomeString" and one called "SomeInt". So as you can see, they can get very specific.
{
"object":
{
"entity":
{
"width" : "<=1",
"height" : "<1.2",
"health" : ">=20",
"nbt" :
{
"SomeString" : "foo",
"SomeInt" : 2
}
}
}
}
Likewise, for entities.