entity_manipulator_item: debug: false type: item material: bamboo display name: Entity Manipulator mechanisms: unbreakable: true flags: active_manipulator: false entity_manipulator_inventory: debug: false type: inventory inventory: chest title: <&8>Entity Manipulator gui: true slots: - [rotate_15_item] [] [] [] [] [] [] [] [] - [] [] [] [] [] [] [] [] [] entity_manipulator_command: debug: false type: command name: entitymanipulator description: A stick that lets you manipulate targeted entities. usage: /entitymanipulator aliases: - em permission: give.entitymanipulator script: - give entity_manipulator_item quantity:1 entity_manipulator_item_world: debug: true type: world events: # Player selects item in toolbar. on player scrolls their hotbar item:entity_manipulator_item: ## Doesn't work. - narrate # Open Inventory and cancel world interaction. on player right clicks block with:entity_manipulator_item: - inventory open d:entity_manipulator_inventory - determine cancelled # Don't break any blocks. on player left clicks block with:entity_manipulator_item: - determine cancelled # Cancel Damage Dealt to Entity. NPC's still receive a damage triggered event though!! on player damages entity with:entity_manipulator_item bukkit_priority:low: - narrate "Low Priority: " - determine cancelled on player damages entity with:entity_manipulator_item bukkit_priority:high: - narrate "High Priority: " - determine cancelled # Set Active Manipulation Flag: after player clicks rotate_15_item in entity_manipulator_inventory: - if matches entity_manipulator_item: - inventory flag slot:hand active_manipulator:rotate_15_item - narrate "Active Tool Set: Rotate Entity 15 Degrees (clockwise)" targets: - inventory close # Triggered Logic on player animates ARM_SWING with:entity_manipulator_item: - if : ## Doesn't work. - if : - narrate # Manipulation Item Containers! rotate_15_item: type: item material: arrow