added optional options for draw_shape and fixed docs
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@@ -906,8 +906,11 @@ sleep(50)
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### `time()`
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Returns the number of milliseconds since 'some point', like Java's `System.nanoTime()`.
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It returns a float, which has 1 microsecond precision (0.001 ms)
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Returns the number of milliseconds since 'some point', like Java's `System.nanoTime()`, which varies from system to
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system and from Java to Java. This measure should NOT be used to determine the current (date)time, but to measure
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durations of things.
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it returns a float with time in milliseconds (ms) for convenience and microsecond (μs) resolution for sanity.
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<pre>
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start_time = time();
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@@ -1513,7 +1516,7 @@ range(5,10) => [5, 6, 7, 8, 9]
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range(20, 10, -2) => [20, 18, 16, 14, 12]
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</pre>
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### `element(list, index)` (deprecated)
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### `element(list, index)(deprecated)`
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Legacy support for older method that worked only on lists. Please use `get(...)` for equivalent support, or `.`
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operator. Also previous unique behaviours with `put` on lists has been removed to support all type of
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@@ -3103,24 +3106,69 @@ and `voice`. `pos` can be either a block, triple of coords, or a list of thee nu
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## Particles
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### `particle(name, pos, count?. spread?, speed?, playername?)`
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### `particle(name, pos, count?. spread?, speed?, player?)`
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Renders a cloud of particles `name` centered around `pos` position, by default `count` 10 of them, default `speed`
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of 0, and to all players nearby, but these options can be changed via optional arguments. Follow vanilla `/particle`
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command on details on those options. Valid particle names are
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for example `'angry_villager', 'item diamond', 'block stone', 'dust 0.8 0.1 0.1 4'`.
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### `particle_line(name, pos, pos2, density?)`
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### `particle_line(name, pos, pos2, density?, player?)`
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Renders a line of particles from point `pos` to `pos2` with supplied density (defaults to 1), which indicates how far
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apart you would want particles to appear, so `0.1` means one every 10cm.
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apart you would want particles to appear, so `0.1` means one every 10cm. If a player (or player name) is supplied, only
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that player will receive particles.
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### `particle_rect(name, pos, pos2, density?)`
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Renders a cuboid of particles between points `pos` and `pos2` with supplied density.
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### `particle_box(name, pos, pos2, density?, player?)`
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### `particle_rect` (deprecated)
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Renders a cuboid of particles between points `pos` and `pos2` with supplied density. If a player (or player name) is
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supplied, only that player will receive particles.
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## Markers
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### `draw_shape(shape, duration, key?, value?, ... )`, `draw_shape(shape, duration, l(key?, value?, ... ))`, `draw_shape(shape, duration, attribute_map)`
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Draws a shape in the world that will expire in `duration` ticks. Other attributes of the shape should be provided as
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consecutive key - value argument pairs, either as next arguments, or packed in a list, or supplied as a proper key-value
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`map`. Arguments may include shared shape attributes, which are all optional, as well as shape-specific attributes, that
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could be either optional or required. Shapes will draw properly on all carpet clients. Other connected players that don't
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have carpet installed will still be able to see the required shapes in the form of dust particles. Replacement shapes
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are not required to follow all attributes precisely, but will allow vanilla clients to receive some experience of your
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apps. One of the attributes that will definitely not be honored is the duration - particles will be send once
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per shape and last whatever they typically last in the game.
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Shapes will fail to draw and raise a runtime error if not all its required parameters
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are specified and all available shapes have some parameters that are required, so make sure to have them in place:
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On the client, shapes can recognize that they are being redrawn again with the same parameters, disregarding the
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duration parameter. This updates the expiry on the drawn shape to the new value, instead of adding new shape in its
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place. This can be used for toggling the shapes on and off that has been send previously with very large durations,
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or simply refresh the shapes periodically in more dynamic applications.
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Optional shared shape attributes:
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* `color` - integer value indicating the main color of the shape in the form of red, green, blue and alpha components
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in the form of `0xRRGGBBAA`, with the default of `-1`, so white opaque, or `0xFFFFFFFF`.
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* `player` - name or player entity to send the shape to. If specified, the shapes will appear only for the specified
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player, otherwise it will be send to all players in the dimension.
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Available shapes:
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* `'line'` - draws a straight line between two points
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* Required attributes:
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* `from` - triple coordinates, entity, or block value indicating one end of the line
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* `to` - other end of the line, same format as `from`
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* Optional attributes:
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* `width` - line thickness, defaults to 2.0pt
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* `'box'` - draws a box with corners in specified points
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* Required attributes:
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* `from` - triple coordinates, entity, or block value indicating one corner of the box
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* `to` - other corner, same format as `from`
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* Optional attributes:
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* `width` - mesh line thickness, defaults to 2.0pt
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* `fill` - color for the box faces, defaults to no fill, use shared color attribute format
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### `create_marker(text, pos, rotation?, block?)`
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Spawns a (permanent) marker entity with text or block at position. Returns that entity for further manipulations.
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@@ -66,11 +66,16 @@ Available shapes:
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* Required attributes:
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* `from` - triple coordinates, entity, or block value indicating one end of the line
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* `to` - other end of the line, same format as `from`
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* Optional attributes:
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* `width` - line thickness, defaults to 2.0pt
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* `'box'` - draws a box with corners in specified points
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* Required attributes:
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* `from` - triple coordinates, entity, or block value indicating one corner of the box
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* `to` - other corner, same format as `from`
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* Optional attributes:
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* `width` - mesh line thickness, defaults to 2.0pt
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* `fill` - color for the box faces, defaults to no fill, use shared color attribute format
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### `create_marker(text, pos, rotation?, block?)`
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@@ -17,6 +17,7 @@ current_dimension
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day_time
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destroy
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diamond
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draw_shape
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drop_item
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emitted_light
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entity_area
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@@ -70,7 +70,9 @@
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run save tick_time world_time day_time last_tick_times game_tick seed current_dimension in_dimension
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plop harvest destroy schedule nbt create_marker remove_all_markers load_app_data store_app_data escape_nbt statistic
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plop harvest destroy schedule nbt draw_shape create_marker remove_all_markers
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load_app_data store_app_data escape_nbt statistic
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</Keywords>
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<Keywords name="Keywords3">euler pi null true false</Keywords>
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<Keywords name="Keywords4">x y z p</Keywords>
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