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