414 lines
20 KiB
Markdown
414 lines
20 KiB
Markdown
# Auxiliary aspects
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Collection of other methods that control smaller, yet still important aspects of the game
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## Sounds
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### `sound(name, pos, volume?, pitch?, mixer?)`
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Plays a specific sound `name`, at block or position `pos`, with optional `volume` and modified `pitch`, and under
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optional `mixer`. Default values for `volume`, `pitch` and `mixer` are `1.0`, `1.0`, and `master`.
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Valid mixer options are `master`, `music`, `record`, `weather`, `block`, `hostile`,`neutral`, `player`, `ambient`
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and `voice`. `pos` can be either a block, triple of coords, or a list of thee numbers. Uses the same options as a
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corresponding `playsound` command.
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## Particles
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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?, 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. If a player (or player name) is supplied, only
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that player will receive particles.
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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?, ... )`,
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### `draw_shape(shape, duration, l(key?, value?, ... ))`,
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### `draw_shape(shape, duration, attribute_map)`
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### `draw_shape(shape_list)`
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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 can be send one by one, using either of the first three invocations, or batched as a list of shape descriptors.
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Batching has this benefit that they will be send possibly as one packet, limiting network overhead of
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sending many small packets to draw several shapes at once.
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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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* `line` - line thickness, defaults to 2.0pt
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* `fill` - color for the faces, defaults to no fill. Use `color` attribute format
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* `follow` - entity, or player name. Shape will follow an entity instead of being static.
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Follow attribute requires all positional arguments to be relative to the entity and disallow
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of using entity or block as position markers. You must specify positions as a triple.
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* `snap` - if `follow` is present, indicated on which axis the snapping to entity coordinates occurs, and which axis
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will be treated statically, i.e. the coordinate passed in a coord triple is the actual value in the world. Default
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value is `'xyz'`, meaning the shape will be drawn relatively to the entity in all three directions. Using `xz` for
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instance makes so that the shape follows the entity, but stays at the same, absolute Y coordinate.
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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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* `'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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* `'sphere'`:
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* Required attributes:
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* `center` - center of the sphere
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* `radius` - radius of the sphere
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* Optional attributes:
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* `level` - level of details, or grid size. The more the denser your sphere. Default level of 0, means that the
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level of detail will be selected automatically based on radius.
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* `'cylinder'`:
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* Required attributes:
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* `center` - center of the base
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* `radius` - radius of the base circle
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* Optional attributes:
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* `axis` - cylinder direction, one of `'x'`, `'y'`, `'z'` defaults to `'y'`
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* `height` - height of the cyllinder, defaults to `0`, so flat disk. Can be negative.
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* `level` - level of details, see `'sphere'`.
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### `create_marker(text, pos, rotation?, block?, interactive?)`
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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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Unloading the app that spawned them will cause all the markers from the loaded portion of the world to be removed.
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Also, if the game loads that marker in the future and the app is not loaded, it will be removed as well.
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If `interactive` (`true` by default) is `false`, the armorstand will be a marker and would not be interactive in any
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gamemode. But blocks can be placed inside markers and will not catch any interaction events.
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Y Position of a marker text or block will be adjusted to make blocks or text appear at the specified position.
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This makes so that actual armorstand position may be offset on Y axis. You would need to adjust your entity
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locations if you plan to move the armorstand around after the fact. If both text and block are specified - one of them
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will be aligned (armorstand type markers text shows up at their feet, while for regular armorstands - above the head,
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while block on the head always render in the same position regardless if its a marker or not).
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### `remove_all_markers()`
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Removes all scarpet markers from the loaded portion of the world created by this app, in case you didn't want to do
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the proper cleanup.
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## System function
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### `nbt(expr)`
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Treats the argument as a nbt serializable string and returns its nbt value. In case nbt is not in a correct nbt
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compound tag format, it will return `null` value.
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Consult section about container operations in `Expression` to learn about possible operations on nbt values.
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### `escape_nbt(expr)`
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Excapes all the special characters in the string or nbt tag and returns a string that can be stored in nbt directly
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as a string value.
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### parse_nbt(tag)
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Converts NBT tag to a scarpet value, which you can navigate through much better.
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Converts:
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- Compound tags into maps with string keys
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- List tags into list values
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- Numbers (Ints, Floats, Doubles, Longs) into a number
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- Rest is converted to strings.
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### encode_nbt(expr, force?)
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Encodes value of the expression as an NBT tag. By default (or when `force` is false), it will only allow
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to encode values that are guaranteed to return the same value when applied the resulting tag to `parse_nbt()`.
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Supported types that can reliably convert back and forth to and from NBT values are:
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- Maps with string keywords
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- Lists of items of the same type (scarpet will take care of unifying value types if possible)
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- Numbers (encoded as Ints -> Longs -> Doubles, as needed)
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- Strings
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Other value types will only be converted to tags (including NBT tags) if `force` is true. They would require
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extra treatment when loading them back from NBT, but using `force` true will always produce output / never
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produce an exception.
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### `print(expr)`
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Displays the result of the expression to the chat. Overrides default `scarpet` behaviour of sending everyting to stderr.
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### `format(components, ...)`, `format(l(components, ...))`
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Creates a line of formatted text. Each component is either a string indicating formatting and text it corresponds to
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or a decorator affecting the component preceding it.
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Regular formatting components is a string that have the structure of:
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`'<format> <text>'`, like `'gi Hi'`, which in this case indicates a grey, italicised word `'Hi'`. The space to separate the format and the text is mandatory. The format can be empty, but the space still
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needs to be there otherwise the first word of the text will be used as format, which nobody wants.
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Format is a list of formatting symbols indicating the format. They can be mixed and matched although color will only be
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applied once. Available symbols include:
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* `i` - _italic_
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* `b` - **bold**
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* `s` - ~~strikethrough~~
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* `u` - <u>underline</u>
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* `o` - obfuscated
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And colors:
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* `w` - White (default)
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* `y` - Yellow
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* `m` - Magenta (light purple)
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* `r` - Red
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* `c` - Cyan (aqua)
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* `l` - Lime
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* `t` - lighT blue
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* `f` - dark grayF (weird Flex, but ok)
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* `g` - Gray
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* `d` - golD
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* `p` - PurPle
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* `n` - browN (dark red)
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* `q` - turQuoise (dark aqua)
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* `e` - grEEn
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* `v` - naVy blue
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* `k` - blaK
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* `#FFAACC` - arbitrary RGB color (1.16+), hex notation. Use uppercase for A-F symbols
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Decorators (listed as extra argument after the component they would affect):
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* `'^<format> <text>'` - hover over tooltip text, appearing when hovering with your mouse over the text below.
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* `'?<suggestion>` - command suggestion - a message that will be pasted to chat when text below it is clicked.
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* `'!<message>'` - a chat message that will be executed when the text below it is clicked.
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Both suggestions and messages can contain a command, which will be executed as a player that clicks it.
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So far the only usecase for formatted texts is with a `print` command. Otherwise it functions like a normal
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string value representing what is actually displayed on screen.
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Example usages:
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<pre>
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print(format('rbu Error: ', 'r Stuff happened!'))
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print(format('w Click ','tb [HERE]', '^di Awesome!', '!/kill', 'w \ button to win $1000'))
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// the reason why I backslash the second space is that otherwise command parser may contract consecutive spaces
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// not a problem in apps
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</pre>
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### `logger(expr)`
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Prints the message to system logs, and not to chat.
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### read_file(resource, type)
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### delete_file(resource, type)
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### write_file(resource, type, data, ...)
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With the specified `resource` in the scripts folder, of a specific `type`, writes/appends `data` to it, reads its
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content, or deletes the resource.
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Resource is identified by a path to the file.
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A path can contain letters, numbers, characters `-`, `+`, or `_`, and a folder separator: `'/'`. Any other characters are stripped
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from the name. Empty descriptors are invalid. Do not add file extensions to the descriptor - extensions are inferred
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based on the `type` of the file.
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Resources can be located in the app specific space, or a shared space for all the apps. Accessing of app-specific
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resources is guaranteed to be isolated from other apps. Shared resources are... well, shared across all apes, meaning
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they can eat of each others file, however all access to files is synchronized, and files are never left open, so
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this should not lead to any access problems.
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If the app's name is `'foo'`, the script location would
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be `world/scripts/foo.sc`, app
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specific data directory is under `world/scripts/foo.data/...`, and shared data space is under
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`world/scripts/shared/...`.
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The default no-name app, via `/script run` command can only save/load/read files from the shared space.
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Functions return `null` if an error is encounter or no file is present (for read and delete operations). Returns `true`
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for success writes and deletes, and requested data, based on the file type, for read operations.
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NBT files can be written once as they an store one tag at a time. Consecutive writes will overwrite previous data.
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Write operations to text files always result in appending to the existing file, so consecutive writes will increase
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the size of the file and add data to it. Since files are closed after each write, sending multiple lines of data to
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write is beneficial for writing speed. To send multiple packs of data, either provide them flat or as a list in the
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third argument.
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* `write_file('temp', 'text', 'foo', 'bar', 'baz')` or
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* write_file('temp', 'text', l('foo', 'bar', 'baz'))
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To log a single line of string
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Supported values for resource `type` is:
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* `nbt` - NBT tag
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* `text` - text resource with automatic newlines added
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* `raw` - text resource without implied newlines
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* `shared_nbt`, `shared_text`, `shared_raw` - shared versions of the above
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NBT files have extension `.nbt`, store one NBT tag, and return a NBT type value. Text files have `.txt` extension,
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stores multiple lines of text and returns lists of all lines from the file. With `write_file`, multiple lines can be
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sent to the file at once. The only difference between `raw` and `text` types are automatic newlines added after each
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record to the file.
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<pre>
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write_file('foo', 'shared_text, l('one', 'two'));
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write_file('foo', 'shared_text', 'three\n', 'four\n');
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write_file('foo', 'shared_raw', 'five\n', 'six\n');
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read_file('foo', 'shared_text') => ['one', 'two', 'three', '', 'four', '', 'five', 'six']
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</pre>
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### `run(expr)`
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Runs a vanilla command from the string result of the `expr` and returns its success count
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<pre>
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run('fill 1 1 1 10 10 10 air') -> 123 // 123 block were filled, this operation was successful 123 times out of a possible 1000 block volume
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run('give @s stone 4') -> 1 // this operation was successful once
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</pre>
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### `save()`
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Performs autosave, saves all chunks, player data, etc. Useful for programs where autosave is disabled due to
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performance reasons and saves the world only on demand.
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### `load_app_data()`
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NOTE: usages with arguments, so `load_app_data(file)` and `load_app_data(file, shared?)` are deprecated.
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Use `read_file` instead.
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Loads the app data associated with the app from the world /scripts folder. Without argument returns the memory
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managed and buffered / throttled NBT tag. With a file name, reads explicitly a file with that name from the
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scripts folder that belongs exclusively to the app. if `shared` is true, the file location is not exclusive
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to the app anymore, but located in a shared app space.
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File descriptor can contain letters, numbers and folder separator: `'/'`. Any other characters are stripped
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from the name before saving/loading. Empty descriptors are invalid. Do not add file extensions to the descriptor
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Function returns nbt value with the file content, or `null` if the file is missing or there were problems
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with retrieving the data.
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The default no-name app, via `/script run` command can only save/load file from the shared data location.
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If the app's name is `'foo'`, the script location would
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be `world/scripts/foo.sc`, system-managed default app data storage is in `world/scripts/foo.data.nbt`, app
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specific data directory is under `world/scripts/foo.data/bar/../baz.nbt`, and shared data space is under
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`world/scripts/shared/bar/../baz.nbt`.
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You can use app data to save non-vanilla information separately from the world and other scripts.
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### `store_app_data(tag)`
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Note: `store_app_data(tag, file)` and `store_app_data(tag, file, shared?)` usages deprecated. Use `write_file` instead.
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Stores the app data associated with the app from the world `/scripts` folder. With the `file` parameter saves
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immediately and with every call to a specific file defined by the `file`, either in app space, or in the scripts
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shared space if `shared` is true. Without `file` parameter, it may take up to 10
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seconds for the output file
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to sync preventing flickering in case this tag changes frequently. It will be synced when server closes.
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Returns `true` if the file was saved successfully, `false` otherwise.
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Uses the same file structure for exclusive app data, and shared data folder as `load_app_data`.
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### `tick_time()`
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Returns server tick counter. Can be used to run certain operations every n-th ticks, or to count in-game time.
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### `world_time()`
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Returns dimension-specific tick counter.
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### `day_time(new_time?)`
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Returns current daytime clock value. If `new_time` is specified, sets a new clock
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to that value. Daytime clocks are shared between all dimensions.
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### `last_tick_times()`
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Returns a 100-long array of recent tick times, in milliseconds. First item on the list is the most recent tick
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If called outside of the main tick (either throgh scheduled tasks, or async execution), then the first item on the
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list may refer to the previous tick performance. In this case the last entry (tick 100) would refer to the most current
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tick. For all intent and purpose, `last_tick_times():0` should be used as last tick execution time, but
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individual tick times may vary greatly, and these need to be taken with the little grain of
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averaging.
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### `game_tick(mstime?)`
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Causes game to run for one tick. By default runs it and returns control to the program, but can optionally
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accept expected tick length, in milliseconds. You can't use it to permanently change the game speed, but setting
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longer commands with custom tick speeds can be interrupted via `/script stop` command
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<pre>
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loop(1000,game_tick()) // runs the game as fast as it can for 1000 ticks
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loop(1000,game_tick(100)) // runs the game twice as slow for 1000 ticks
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</pre>
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### `seed()`
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Returns current world seed.
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### `current_dimension()`
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Returns current dimension that the script runs in.
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### `in_dimension(smth, expr)`
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Evaluates the expression `expr` with different dimension execution context. `smth` can be an entity,
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world-localized block, so not `block('stone')`, or a string representing a dimension like:
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`'nether'`, `'the_nether'`, `'end'` or `'overworld'`, etc.
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### `view_distance()`
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Returns the view distance of the server.
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### `schedule(delay, function, args...)`
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Schedules a user defined function to run with a specified `delay` ticks of delay. Scheduled functions run at the end
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of the tick, and they will run in order they were scheduled.
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### `statistic(player, category, entry)`
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Queries in-game statistics for certain values. Categories include:
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* `mined`: blocks mined
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* `crafted`: items crafted
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* `used`: items used
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* `broken`: items broken
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* `picked_up`: items picked up
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* `dropped`: items dropped
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* `killed`: mobs killed
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* `killed_by`: mobs killed by
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* `custom`: various random stats
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For the options of `entry`, consult your statistics page, or give it a guess.
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The call will return `null` if the statistics options are incorrect, or player doesn't have them in their history.
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If the player encountered the statistic, or game created for him empty one, it will return a number.
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Scarpet will not affect the entries of the statistics, even if it is just creating empty ones. With `null` response
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it could either mean your input is wrong, or statistic effectively has a value of `0`.
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