Initial commit

This commit is contained in:
Rares Bozga
2025-11-29 22:53:32 +02:00
parent e9fa13dbd3
commit 461e95114c
157 changed files with 7597 additions and 1 deletions

View File

@@ -0,0 +1,80 @@
animations_command_animationmode:
debug: false
type: command
name: animationmode
description: Animate your hands in a certain direction.
usage: /animationmode
aliases:
- am
permission: animations.command.animationmode
tab completions:
1: <empty>
script:
- if <context.source_type> != player:
- narrate "<&c>Please run this command as a player."
- stop
- if <player.item_in_hand.material.name> != air:
- narrate "<&c>You must run this command with an empty hand."
- stop
- define arrow <item[arrow]>
- adjust def:arrow custom_model_data:1
- adjust def:arrow display:<&f>
- flag <[arrow]> animations:true
- if !<player.inventory.can_fit[<[arrow]>]>:
- narrate "<&c>Your inventory is too full. You must have one empty slot in your inventory!"
- stop
- define bow <item[bow]>
- adjust def:bow "display:<&f>Hold right-click to Animate"
- adjust def:bow custom_model_data:1
- flag <[bow]> animations:true
- inventory set slot:hand origin:<[bow]>
- give <[arrow]>
- narrate format:formats_prefix "Hold right-click to animate your hands!"
animations_command_raisehand:
debug: false
type: command
name: raisehand
description: Animate your hand so it looks like you're raising it.
usage: /raisehand
aliases:
- rh
permission: animations.command.raisehand
tab completions:
1: <empty>
script:
- if <context.source_type> != player:
- narrate "<&c>Please run this command as a player."
- stop
- if <player.item_in_hand.material.name> != air:
- narrate "<&c>You must run this command with an empty hand."
- stop
- define trident <item[trident]>
- adjust def:trident custom_model_data:1
- adjust def:trident "display:<&f>Hold right-click to Raise Hand"
- flag <[trident]> animations:true
- inventory set slot:hand origin:<[trident]>
- narrate format:formats_prefix "Hold right-click to raise your hand!"
animations_command_handshake:
debug: false
type: command
name: handshake
description: Animate your hand so it looks like you're handshaking.
usage: /handshake
permission: animations.command.handshake
tab completions:
1: <empty>
script:
- if <context.source_type> != player:
- narrate "<&c>Please run this command as a player."
- stop
- if <player.item_in_hand.material.name> != air:
- narrate "<&c>You must run this command with an empty hand."
- stop
- define shield <item[shield]>
- adjust def:shield custom_model_data:1
- adjust def:shield "display:<&f>Hold right-click to Handshake"
- flag <[shield]> animations:true
- inventory set slot:hand origin:<[shield]>
- narrate format:formats_prefix "Hold right-click to handshake!"

View File

@@ -0,0 +1,34 @@
animations_world:
debug: false
type: world
events:
# common
on player joins:
- foreach <player.inventory.map_slots> key:slot as:item:
- if <[item].has_flag[animations]>:
- inventory set slot:<[slot]> origin:air
on player scrolls their hotbar:
- if <player.item_in_hand.has_flag[animations]>:
- take flagged:animations quantity:255
on player clicks item in inventory:
- if <context.item.has_flag[animations]>:
- determine cancelled passively
- inventory set slot:hand origin:air
- inventory update
on player drops item:
- if <context.item.has_flag[animations]>:
- remove <context.entity>
# animationmode
on player shoots bow:
- if <context.bow.has_flag[animations]>:
- determine cancelled passively
- take flagged:animations quantity:255
# raisehand
on trident launched:
- if <context.entity.item.has_flag[animations]>:
- determine cancelled passively
- take flagged:animations quantity:255 player:<context.entity.shooter>
# shield
on player lowers item:
- if <context.item.has_flag[animations]>:
- take flagged:animations quantity:255