blueprint_block_handler:
type: world
debug: false
events:
on player places blueprint_block:
- flag <player.cursor_on> isBlueprint:true
- flag <player.cursor_on> required_emeralds:<player.item_in_hand.flag[required_emeralds]>
- flag <player.cursor_on> required_iron:<player.item_in_hand.flag[required_iron]>
- flag <player.cursor_on> required_gold:<player.item_in_hand.flag[required_gold]>
on player drops emerald:
- if !<context.location.find_blocks_flagged[isBlueprint].within[2].is_empty>:
- define bpBlock_location <context.location.find_blocks_flagged[isBlueprint].within[2].get[1]>
- narrate <[bpBlock_location]>
- playeffect effect:CLOUD at:<[bpBlock_location]> quantity:20 offset:0.5