(1)IsEI+(2)IsEI
Last updated
Last updated
For the explanation this information will be used
NonEI: An item that is not an ExecutableItem, it doesn't mean its vanilla, it can be whatever item with whatever nbt tag but it must not be an ExecutableItem
IsEI: An item that is a ExecutableItem, again, it doesn't matter if it has more nbt tag or less, it can be whatever but it must be an ExecutableItem.
(id): It refers to the position of the anvil
<item.(id)> It refers the item that is on the id position
ExecutableItem works with a PublicBukkitValue, that is unique and can't be replaced, so "executableitems-id":"<ID>" can't have two values, so it is not possible to have 2 EI ID(s) in the same EI, so why is this option ? Well, in this option what you can do is apply changes to <item.1> using commands in <item.2>, such as the next commands:
For all the commands explained we will use as example of <item.1> an EI DiamondSword with:
Example:
Result:
With this you could create for example
An item that increases the usage so it can repair EI Items
An item that sets the usage to certain value
Example:
Result:
With this you could create for example:
Item that levels up your items
Items that increases the damage of your item
let's say you have a variable called damagevalue and player hit activators with the command DAMAGE %var_damagevalue%
Item that triggers an ability
You can hide activators in your items, and you can toggle them using this method, for example "certain ability" that only works if "x" variable is 1, and by default is 0, you can then create an item called "Explosion arrows" that when its added to your bows their variables "x" set to 1 so now that activator works.
Explanation in todo list, but its the same idea than the previous commands, I will try to add the explanation with photos in the next days