Date: 2018/06/30 08:16:58 UTC-07:00
Type: Denizen Script
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sound_sampling_cmd:
type: command
debug: false
name: soundsampler
usage: /soundsampler <<>help/all/block/player/mob/entity/item/music/misc<>>
description: 'Samples sounds available for your server (1.12.2 only). Only for OPs.'
allowed help:
- determine <player.is_op||<context.server>>
tab complete:
- if !<player.is_op||<context.server>> {
- queue clear
}
- if <context.raw_args.to_list.count[ ]> == 0 {
- determine <li@all|block|player|mob|entity|item|music|misc|reload.filter[starts_with[<context.args.get[1]||>]]>
}
script:
- if !<player.is_op||<context.server>> {
- queue clear
}
- define prefix '<&f>Sound Sampler<&co> '
- if <context.args.size> == 0 || <context.args.size> > 1 {
- narrate '<def[prefix]><&c>Invalid number of arguments! Just one will suffice!'
}
- if <context.args.get[1]> == help {
- narrate '<&f>/soundsampler help'
- narrate '<&7>Displays this help page.'
- narrate '<&f>/soundsampler reload'
- narrate '<&7>Reloads all registered sounds.'
- narrate '<&f>/soundsampler all/block/player/mob/entity/item/music/misc'
- narrate '<&7>Loads the SoundSampler GUI.'
- queue clear
}
- if !<li@all|block|player|mob|entity|item|music|misc.contains[<context.args.get[1]>]> {
- define cat 'all'
}
- flag player sound_sampling.category:<def[cat]||<context.args.get[1]>>
- flag player sound_sampling.page:1
- inventory open d:in@sound_sampling_inv
sound_sampling_inv:
type: inventory
debug: false
inventory: CHEST
title: 'Sound Sampling - <player.flag[sound_sampling.category].to_titlecase||All>'
size: 56
# Categories
# - All
# - Block
# - Player/Generic
# - Entity (Mobs)
# - Entity (Projectiles, etc.)
# - Item
# - Music/Record
# - Misc.
definitions:
b: 'i@black_stained_glass_pane[display_name=&ss0;nbt=action/-1]'
iv1: 'i@lime_stained_glass_pane[display_name=&ssaIncrease Volume (0.10);lore=&ss7Click this to increase volume by 0&dot10;nbt=action/2|vol_control/0.1;quantity=10]'
iv25: 'i@lime_stained_glass_pane[display_name=&ssaIncrease Volume (0.25);lore=&ss7Click this to increase volume by 0&dot25;nbt=action/2|vol_control/0.25;quantity=25]'
iv5: 'i@lime_stained_glass_pane[display_name=&ssaIncrease Volume (0.50);lore=&ss7Click this to increase volume by 0&dot50;nbt=action/2|vol_control/0.5;quantity=50]'
dv1: 'i@green_stained_glass_pane[display_name=&sscDecrease Volume (0.10);lore=&ss7Click this to decrease volume by 0&dot10;nbt=action/2|vol_control/-0.1;quantity=10]'
dv25: 'i@green_stained_glass_pane[display_name=&sscDecrease Volume (0.25);lore=&ss7Click this to decrease volume by 0&dot25;nbt=action/2|vol_control/-0.25;quantity=25]'
dv5: 'i@green_stained_glass_pane[display_name=&sscDecrease Volume (0.50);lore=&ss7Click this to decrease volume by 0&dot50;nbt=action/2|vol_control/-0.5;quantity=50]'
rv0: 'i@white_stained_glass_pane[display_name=&ss6Reset Volume;lore=&ssfCurrent Volume&co <player.flag[sound_sampling.volume]||1>||&ss7Click this to reset volume to 1;nbt=action/2|vol_control/reset]'
ip1: 'i@yellow_stained_glass_pane[display_name=&ssaIncrease Pitch (0.10);lore=&ss7Click this to increase pitch by 0&dot10;nbt=action/3|pit_control/0.1;quantity=10]'
ip25: 'i@yellow_stained_glass_pane[display_name=&ssaIncrease Pitch (0.25);lore=&ss7Click this to increase pitch by 0&dot25;nbt=action/3|pit_control/0.25;quantity=25]'
ip5: 'i@yellow_stained_glass_pane[display_name=&ssaIncrease Pitch (0.50);lore=&ss7Click this to increase pitch by 0&dot50;nbt=action/3|pit_control/0.5;quantity=50]'
dp1: 'i@orange_stained_glass_pane[display_name=&sscDecrease Pitch (0.10);lore=&ss7Click this to decrease pitch by 0&dot10;nbt=action/3|pit_control/-0.1;quantity=10]'
dp25: 'i@orange_stained_glass_pane[display_name=&sscDecrease Pitch (0.25);lore=&ss7Click this to decrease pitch by 0&dot25;nbt=action/3|pit_control/-0.25;quantity=25]'
dp5: 'i@orange_stained_glass_pane[display_name=&sscDecrease Pitch (0.50);lore=&ss7Click this to decrease pitch by 0&dot50;nbt=action/3|pit_control/-0.5;quantity=50]'
rp0: 'i@white_stained_glass_pane[display_name=&ss6Reset Pitch;lore=&ssfCurrent Pitch&co <player.flag[sound_sampling.pitch]||1>||&ss7Click this to reset pitch to 1;nbt=action/3|pit_control/reset]'
call: 'i@gray_stained_glass_pane[display_name=&ssfAll Sounds;lore=&ss7Click to view all sounds˙nbt=action/1|category/all]'
cblock: 'i@brown_stained_glass_pane[display_name=&ssfBlock Sounds;lore=&ss7Click to view all block sounds˙nbt=action/1|category/block]'
cplayer: 'i@pink_stained_glass_pane[display_name=&ssfPlayer/Generic Sounds;lore=&ss7Click to view all player/generic sounds˙nbt=action/1|category/player]'
cmob: 'i@purple_stained_glass_pane[display_name=&ssfMob Sounds;lore=&ss7Click to view all mob sounds˙nbt=action/1|category/mob]'
centity: 'i@magenta_stained_glass_pane[display_name=&ssfMisc&dot Entity Sounds;lore=&ss7Click to view all misc&dot entity sounds˙nbt=action/1|category/entity]
citem: 'i@blue_stained_glass_pane[display_name=&ssfItem Sounds;lore=&ss7Click to view all item sounds˙nbt=action/1|category/item]'
cmusic: 'i@red_stained_glass_pane[display_name=&ssfMusic and Records;lore=&ss7Click to view all music and records˙nbt=action/1|category/music]'
cmisc: 'i@white_stained_glass_pane[display_name=&ssfMisc&dot Sounds;lore=&ss7Click to view misc&dot sounds;nbt=action/1|category/misc]'
procedural items:
- if <player.flag[sound_sampling.cat]||all> == 'all' {
- determine <script.yaml_key[item_data.block].include[<script.yaml_key[item_data.player]>]>
}
- determine '<script.yaml_key[item_data.<player.flag[sound_sampling.cat]>]||i@white_stained_glass_pane[display_name=&sscInvalid category;lore=&ss4We don&sqt have any sounds in this category&dot|&ss4Try a valid one˙nbt=action/-1]>'
slots:
- '[] [] [] [] [] [] [] [call] [cblock]'
- '[] [] [] [] [] [] [] [cplayer] [citem]'
- '[] [] [] [] [] [] [] [cmob] [centity]'
- '[] [] [] [] [] [] [] [cmusic] [cmisc]'
- '[dv5] [dv25] [dv1] [rv0] [iv1] [iv25] [iv5] [b] [b]'
- '[dp5] [dp25] [dp1] [rp0] [ip1] [ip25] [ip5] [<proc[sound_sampling_proc].context[page|prev]>] [<proc[sound_sampling_proc].context[page|next]>]'
item_data:
# [display_name=&ssf&quo&quo;lore=&ss7Click to play the sound˙nbt=action/0|play/]
# BLOCK_CLOTH_BREAK, BLOCK_CLOTH_FALL, BLOCK_CLOTH_HIT, BLOCK_CLOTH_PLACE, BLOCK_CLOTH_STEP
# BLOCK_WOOD_BREAK, BLOCK_WOOD_FALL, BLOCK_WOOD_HIT, BLOCK_WOOD_PLACE, BLOCK_WOOD_STEP
# BLOCK_GRASS_BREAK, BLOCK_GRASS_FALL, BLOCK_GRASS_HIT, BLOCK_GRASS_PLACE, BLOCK_GRASS_STEP
# BLOCK_STONE_BREAK, BLOCK_STONE_FALL, BLOCK_STONE_HIT, BLOCK_STONE_PLACE, BLOCK_STONE_STEP
# BLOCK_SNOW_BREAK, BLOCK_SNOW_FALL, BLOCK_SNOW_HIT, BLOCK_SNOW_PLACE, BLOCK_SNOW_STEP
# BLOCK_GLASS_BREAK, BLOCK_GLASS_FALL, BLOCK_GLASS_HIT, BLOCK_GLASS_PLACE, BLOCK_GLASS_STEP
# BLOCK_METAL_BREAK, BLOCK_METAL_FALL, BLOCK_METAL_HIT, BLOCK_METAL_PLACE, BLOCK_METAL_STEP
# BLOCK_SAND_BREAK, BLOCK_SAND_FALL, BLOCK_SAND_HIT, BLOCK_SAND_PLACE, BLOCK_SAND_STEP
# BLOCK_GRAVEL_BREAK, BLOCK_GRAVEL_FALL, BLOCK_GRAVEL_HIT, BLOCK_GRAVEL_PLACE, BLOCK_GRAVEL_STEP
# BLOCK_LADDER_BREAK, BLOCK_LADDER_FALL, BLOCK_LADDER_HIT, BLOCK_LADDER_PLACE, BLOCK_LADDER_STEP
# BLOCK_SLIME_BREAK, BLOCK_SLIME_FALL, BLOCK_SLIME_HIT, BLOCK_SLIME_PLACE, BLOCK_SLIME_STEP
# BLOCK_ANVIL_BREAK, BLOCK_ANVIL_DESTROY, BLOCK_ANVIL_FALL, BLOCK_ANVIL_HIT, BLOCK_ANVIL_LAND, BLOCK_ANVIL_PLACE, BLOCK_ANVIL_STEP, BLOCK_ANVIL_USE
# BLOCK_BREWING_STAND_BREW
# BLOCK_CHEST_CLOSE, BLOCK_CHEST_LOCKED, BLOCK_CHEST_OPEN
# BLOCK_CHORUS_FLOWER_DEATH, BLOCK_CHORUS_FLOWER_GROW
# BLOCK_COMPARATOR_CLICK
# BLOCK_DISPENSER_DISPENSE, BLOCK_DISPENSER_FAIL, BLOCK_DISPENSER_LAUNCH
# BLOCK_ENCHANTMENT_TABLE_USE
# BLOCK_END_GATEWAY_SPAWN
# BLOCK_END_PORTAL_FRAME_FILL
# BLOCK_END_PORTAL_SPAWN
# BLOCK_ENDERCHEST_CLOSE, BLOCK_ENDERCHEST_OPEN
# BLOCK_FENCE_GATE_CLOSE, BLOCK_FENCE_GATE_OPEN
# BLOCK_FIRE_AMBIENT
# BLOCK_FIRE_EXTINGUISH
# BLOCK_FURNACE_FIRE_CRACKLE
# BLOCK_IRON_DOOR_CLOSE, BLOCK_IRON_DOOR_OPEN
# BLOCK_IRON_TRAPDOOR_CLOSE, BLOCK_IRON_TRAPDOOR_OPEN
# BLOCK_LAVA_AMBIENT, BLOCK_LAVA_EXTINGUISH, BLOCK_LAVA_POP
# BLOCK_LEVER_CLICK
# BLOCK_METAL_PRESSUREPLATE_CLICK_OFF, BLOCK_METAL_PRESSUREPLATE_CLICK_ON
# BLOCK_NOTE_BASEDRUM, BLOCK_NOTE_BASS, BLOCK_NOTE_BELL, BLOCK_NOTE_CHIME, BLOCK_NOTE_FLUTE, BLOCK_NOTE_GUITAR,
# BLOCK_NOTE_HARP, BLOCK_NOTE_HAT, BLOCK_NOTE_PLING, BLOCK_NOTE_SNARE, BLOCK_NOTE_XYLOPHONE
# BLOCK_PISTON_CONTRACT, BLOCK_PISTON_EXTEND
# BLOCK_PORTAL_AMBIENT, BLOCK_PORTAL_TRAVEL, BLOCK_PORTAL_TRIGGER
# BLOCK_REDSTONE_TORCH_BURNOUT
# BLOCK_SHULKER_BOX_CLOSE, BLOCK_SHULKER_BOX_OPEN
# BLOCK_STONE_PRESSUREPLATE_CLICK_OFF, BLOCK_STONE_PRESSUREPLATE_CLICK_ON
# BLOCK_STONE_BUTTON_CLICK_OFF, BLOCK_STONE_BUTTON_CLICK_ON
# BLOCK_TRIPWIRE_ATTACH, BLOCK_TRIPWIRE_CLICK_OFF, BLOCK_TRIPWIRE_CLICK_ON, BLOCK_TRIPWIRE_DETACH
# BLOCK_WATER_AMBIENT
# BLOCK_WATERLILY_PLACE
# BLOCK_WOOD_BUTTON_CLICK_OFF, BLOCK_WOOD_BUTTON_CLICK_ON
# BLOCK_WOOD_PRESSUREPLATE_CLICK_OFF, BLOCK_WOOD_PRESSUREPLATE_CLICK_ON
# BLOCK_WOODEN_DOOR_CLOSE, BLOCK_WOODEN_DOOR_OPEN
# BLOCK_WOODEN_TRAPDOOR_CLOSE, BLOCK_WOODEN_TRAPDOOR_OPEN
block:
- ''
# ENTITY_GENERIC_BIG_FALL, ENTITY_GENERIC_BURN, ENTITY_GENERIC_DEATH, ENTITY_GENERIC_DRINK, ENTITY_GENERIC_EAT,
# ENTITY_GENERIC_EXPLODE, ENTITY_GENERIC_EXTINGUISH_FIRE, ENTITY_GENERIC_HURT, ENTITY_GENERIC_SMALL_FALL,
# ENTITY_GENERIC_SPLASH, ENTITY_GENERIC_SWIM
# ENTITY_PLAYER_ATTACK_CRIT, ENTITY_PLAYER_ATTACK_KNOCKBACK, ENTITY_PLAYER_ATTACK_NODAMAGE, ENTITY_PLAYER_ATTACK_STRONG,
# ENTITY_PLAYER_ATTACK_SWEEP, ENTITY_PLAYER_ATTACK_WEAK
# ENTITY_PLAYER_BIG_FALL, ENTITY_PLAYER_SMALL_FALL
# ENTITY_PLAYER_BREATH
# ENTITY_PLAYER_BURP
# ENTITY_PLAYER_DEATH
# ENTITY_PLAYER_HURT, ENTITY_PLAYER_HURT_DROWN, ENTITY_PLAYER_HURT_ON_FIRE
# ENTITY_PLAYER_LEVELUP
# ENTITY_PLAYER_SPLASH
# ENTITY_PLAYER_SWIM
player:
- ''
# ENTITY_BAT_AMBIENT, ENTITY_BAT_DEATH, ENTITY_BAT_HURT, ENTITY_BAT_LOOP, ENTITY_BAT_TAKEOFF
# ENTITY_BLAZE_AMBIENT, ENTITY_BLAZE_BURN, ENTITY_BLAZE_DEATH, ENTITY_BLAZE_HURT, ENTITY_BLAZE_SHOOT
# ENTITY_CAT_AMBIENT, ENTITY_CAT_DEATH, ENTITY_CAT_HISS, ENTITY_CAT_HURT, ENTITY_CAT_PURR, ENTITY_CAT_PURREOW
# ENTITY_CHICKEN_AMBIENT, ENTITY_CHICKEN_DEATH, ENTITY_CHICKEN_EGG, ENTITY_CHICKEN_HURT, ENTITY_CHICKEN_STEP
# ENTITY_COW_AMBIENT, ENTITY_COW_DEATH, ENTITY_COW_HURT, ENTITY_COW_MILK, ENTITY_COW_STEP
# ENTITY_CREEPER_DEATH, ENTITY_CREEPER_HURT, ENTITY_CREEPER_PRIMED
# ENTITY_DONKEY_AMBIENT, ENTITY_DONKEY_ANGRY, ENTITY_DONKEY_CHEST, ENTITY_DONKEY_DEATH, ENTITY_DONKEY_HURT
# ENTITY_ELDER_GUARDIAN_AMBIENT, ENTITY_ELDER_GUARDIAN_AMBIENT_LAND, ENTITY_ELDER_GUARDIAN_CURSE, ENTITY_ELDER_GUARDIAN_DEATH,
# ENTITY_ELDER_GUARDIAN_DEATH_LAND, ENTITY_ELDER_GUARDIAN_FLOP, ENTITY_ELDER_GUARDIAN_HURT, ENTITY_ELDER_GUARDIAN_HURT_LAND
# ENTITY_ENDERDRAGON_AMBIENT, ENTITY_ENDERDRAGON_DEATH, ENTITY_ENDERDRAGON_FIREBALL_EXPLODE, ENTITY_ENDERDRAGON_FLAP,
# ENTITY_ENDERDRAGON_GROWL, ENTITY_ENDERDRAGON_HURT, ENTITY_ENDERDRAGON_SHOOT
# ENTITY_ENDERMEN_AMBIENT, ENTITY_ENDERMEN_DEATH, ENTITY_ENDERMEN_HURT, ENTITY_ENDERMEN_SCREAM, ENTITY_ENDERMEN_STARE,
# ENTITY_ENDERMEN_TELEPORT
# ENTITY_ENDERMITE_AMBIENT, ENTITY_ENDERMITE_DEATH, ENTITY_ENDERMITE_HURT, ENTITY_ENDERMITE_STEP
# ENTITY_EVOCATION_ILLAGER_AMBIENT, ENTITY_EVOCATION_ILLAGER_DEATH, ENTITY_EVOCATION_ILLAGER_CAST_SPELL,
# ENTITY_EVOCATION_ILLAGER_HURT, ENTITY_EVOCATION_ILLAGER_PREPARE_ATTACK, ENTITY_EVOCATION_ILLAGER_PREPARE_SUMMON,
# ENTITY_EVOCATION_ILLAGER_PREPARE_WOLOLO
# ENTITY_GHAST_AMBIENT, ENTITY_GHAST_DEATH, ENTITY_GHAST_HURT, ENTITY_GHAST_SCREAM, ENTITY_GHAST_SHOOT, ENTITY_GHAST_WARN
# ENTITY_GUARDIAN_AMBIENT, ENTITY_GUARDIAN_AMBIENT_LAND, ENTITY_GUARDIAN_ATTACK, ENTITY_GUARDIAN_DEATH, ENTITY_GUARDIAN_DEATH_LAND,
# ENTITY_GUARDIAN_FLOP, ENTITY_GUARDIAN_HURT, ENTITY_GUARDIAN_HURT_LAND
# ENTITY_HORSE_AMBIENT, ENTITY_HORSE_ANGRY, ENTITY_HORSE_ARMOR, ENTITY_HORSE_BREATHE, ENTITY_HORSE_DEATH, ENTITY_HORSE_EAT,
# ENTITY_HORSE_GALLOP, ENTITY_HORSE_HURT, ENTITY_HORSE_JUMP, ENTITY_HORSE_LAND, ENTITY_HORSE_SADDLE, ENTITY_HORSE_STEP
# ENTITY_HORSE_STEP_WOOD
# ENTITY_HOSTILE_BIG_FALL, ENTITY_HOSTILE_DEATH, ENTITY_HOSTILE_HURT, ENTITY_HOSTILE_SMALL_FALL, ENTITY_HOSTILE_SPLASH,
# ENTITY_HOSTILE_SWIM
# ENTITY_HUSK_AMBIENT, ENTITY_HUSK_DEATH, ENTITY_HUSK_HURT, ENTITY_HUSK_STEP
# ENTITY_ILLUSION_ILLAGER_AMBIENT, ENTITY_ILLUSION_ILLAGER_CAST_SPELL, ENTITY_ILLUSION_ILLAGER_DEATH, ENTITY_ILLUSION_ILLAGER_HURT,
# ENTITY_ILLUSION_ILLAGER_MIRROR_MOVE, ENTITY_ILLUSION_ILLAGER_PREPARE_BLINDNESS, ENTITY_ILLUSION_ILLAGER_PREPARE_MIRROR
# ENTITY_IRONGOLEM_ATTACK, ENTITY_IRONGOLEM_DEATH, ENTITY_IRONGOLEM_HURT, ENTITY_IRONGOLEM_STEP
# ENTITY_LLAMA_AMBIENT, ENTITY_LLAMA_ANGRY, ENTITY_LLAMA_CHEST, ENTITY_LLAMA_DEATH, ENTITY_LLAMA_EAT, ENTITY_LLAMA_HURT, ENTITY_LLAMA_SPIT,
# ENTITY_LLAMA_STEP, ENTITY_LLAMA_SWAG
# ENTITY_MAGMACUBE_DEATH, ENTITY_MAGMACUBE_HURT, ENTITY_MAGMACUBE_JUMP, ENTITY_MAGMACUBE_SQUISH
# ENTITY_SMALL_MAGMACUBE_DEATH, ENTITY_SMALL_MAGMACUBE_HURT, ENTITY_SMALL_MAGMACUBE_SQUISH
# ENTITY_MOOSHROOM_SHEAR
# ENTITY_MULE_AMBIENT, ENTITY_MULE_CHEST, ENTITY_MULE_DEATH, ENTITY_MULE_HURT
# ENTITY_PARROT_AMBIENT, ENTITY_PARROT_DEATH, ENTITY_PARROT_EAT, ENTITY_PARROT_FLY, ENTITY_PARROT_HURT, ENTITY_PARROT_STEP
# ENTITY_PARROT_IMITATE_BLAZE, ENTITY_PARROT_IMITATE_CREEPER, ENTITY_PARROT_IMITATE_ELDER_GUARDIAN, ENTITY_PARROT_IMITATE_ENDERDRAGON,
# ENTITY_PARROT_IMITATE_ENDERMAN, ENTITY_PARROT_IMITATE_ENDERMITE, ENTITY_PARROT_IMITATE_EVOCATION_ILLAGER, ENTITY_PARROT_IMITATE_GHAST,
# ENTITY_PARROT_IMITATE_HUSK, ENTITY_PARROT_IMITATE_ILLUSION_ILLAGER, ENTITY_PARROT_IMITATE_MAGMACUBE, ENTITY_PARROT_IMITATE_POLAR_BEAR,
# ENTITY_PARROT_IMITATE_SHULKER, ENTITY_PARROT_IMITATE_SILVERFISH, ENTITY_PARROT_IMITATE_SKELETON, ENTITY_PARROT_IMITATE_SLIME,
# ENTITY_PARROT_IMITATE_SPIDER, ENTITY_PARROT_IMITATE_STRAY, ENTITY_PARROT_IMITATE_VEX, ENTITY_PARROT_IMITATE_VINDICATION_ILLAGER,
# ENTITY_PARROT_IMITATE_WITCH, ENTITY_PARROT_IMITATE_WITHER, ENTITY_PARROT_IMITATE_WITHER_SKELETON, ENTITY_PARROT_IMITATE_WOLF,
# ENTITY_PARROT_IMITATE_ZOMBIE, ENTITY_PARROT_IMITATE_ZOMBIE_PIGMAN, ENTITY_PARROT_IMITATE_ZOMBIE_VILLAGER
# ENTITY_PIG_AMBIENT, ENTITY_PIG_DEATH, ENTITY_PIG_HURT, ENTITY_PIG_SADDLE, ENTITY_PIG_STEP
# ENTITY_POLAR_BEAR_AMBIENT, ENTITY_POLAR_BEAR_BABY_AMBIENT, ENTITY_POLAR_BEAR_DEATH, ENTITY_POLAR_BEAR_HURT, ENTITY_POLAR_BEAR_STEP,
# ENTITY_POLAR_BEAR_WARNING
# ENTITY_RABBIT_AMBIENT, ENTITY_RABBIT_ATTACK, ENTITY_RABBIT_DEATH, ENTITY_RABBIT_HURT, ENTITY_RABBIT_JUMP
# ENTITY_SHEEP_AMBIENT, ENTITY_SHEEP_DEATH, ENTITY_SHEEP_HURT, ENTITY_SHEEP_SHEAR, ENTITY_SHEEP_STEP
# ENTITY_SHULKER_AMBIENT, ENTITY_SHULKER_BULLET_HIT, ENTITY_SHULKER_BULLET_HURT, ENTITY_SHULKER_CLOSE, ENTITY_SHULKER_DEATH,
# ENTITY_SHULKER_HURT, ENTITY_SHULKER_HURT_CLOSED, ENTITY_SHULKER_OPEN, ENTITY_SHULKER_SHOOT, ENTITY_SHULKER_TELEPORT
# ENTITY_SILVERFISH_AMBIENT, ENTITY_SILVERFISH_DEATH, ENTITY_SILVERFISH_HURT, ENTITY_SILVERFISH_STEP
# ENTITY_SKELETON_AMBIENT, ENTITY_SKELETON_DEATH, ENTITY_SKELETON_HURT, ENTITY_SKELETON_SHOOT, ENTITY_SKELETON_STEP
# ENTITY_SKELETON_HORSE_AMBIENT, ENTITY_SKELETON_HORSE_DEATH, ENTITY_SKELETON_HORSE_HURT
# ENTITY_SLIME_ATTACK, ENTITY_SLIME_DEATH, ENTITY_SLIME_HURT, ENTITY_SLIME_JUMP, ENTITY_SLIME_SQUISH
# ENTITY_SMALL_SLIME_DEATH, ENTITY_SMALL_SLIME_HURT, ENTITY_SMALL_SLIME_JUMP, ENTITY_SMALL_SLIME_SQUISH
# ENTITY_SNOWMAN_AMBIENT, ENTITY_SNOWMAN_DEATH, ENTITY_SNOWMAN_HURT, ENTITY_SNOWMAN_SHOOT
# ENTITY_SPIDER_AMBIENT, ENTITY_SPIDER_DEATH, ENTITY_SPIDER_HURT, ENTITY_SPIDER_STEP
# ENTITY_SQUID_AMBIENT, ENTITY_SQUID_DEATH, ENTITY_SQUID_HURT
# ENTITY_STRAY_AMBIENT, ENTITY_STRAY_DEATH, ENTITY_STRAY_HURT, ENTITY_STRAY_STEP
# ENTITY_VEX_AMBIENT, ENTITY_VEX_CHARGE, ENTITY_VEX_DEATH, ENTITY_VEX_HURT
# ENTITY_VILLAGER_AMBIENT, ENTITY_VILLAGER_DEATH, ENTITY_VILLAGER_HURT, ENTITY_VILLAGER_NO, ENTITY_VILLAGER_TRADING, ENTITY_VILLAGER_YES
# ENTITY_VINDICATION_ILLAGER_AMBIENT, ENTITY_VINDICATION_ILLAGER_DEATH, ENTITY_VINDICATION_ILLAGER_HURT
# ENTITY_WITCH_AMBIENT, ENTITY_WITCH_DEATH, ENTITY_WITCH_DRINK, ENTITY_WITCH_HURT, ENTITY_WITCH_THROW
# ENTITY_WITHER_AMBIENT, ENTITY_WITHER_BREAK_BLOCK, ENTITY_WITHER_DEATH, ENTITY_WITHER_HURT, ENTITY_WITHER_SHOOT, ENTITY_WITHER_SPAWN
# ENTITY_WITHER_SKELETON_AMBIENT, ENTITY_WITHER_SKELETON_DEATH, ENTITY_WITHER_SKELETON_HURT, ENTITY_WITHER_SKELETON_STEP
# ENTITY_WOLF_AMBIENT, ENTITY_WOLF_DEATH, ENTITY_WOLF_GROWL, ENTITY_WOLF_HOWL, ENTITY_WOLF_HURT, ENTITY_WOLF_PANT, ENTITY_WOLF_SHAKE,
# ENTITY_WOLF_STEP, ENTITY_WOLF_WHINE
# ENTITY_ZOMBIE_AMBIENT, ENTITY_ZOMBIE_ATTACK_DOOR_WOOD, ENTITY_ZOMBIE_ATTACK_IRON_DOOR, ENTITY_ZOMBIE_BREAK_DOOR_WOOD, ENTITY_ZOMBIE_DEATH,
# ENTITY_ZOMBIE_HURT, ENTITY_ZOMBIE_INFECT, ENTITY_ZOMBIE_STEP
# ENTITY_ZOMBIE_HORSE_AMBIENT, ENTITY_ZOMBIE_HORSE_DEATH, ENTITY_ZOMBIE_HORSE_HURT
# ENTITY_ZOMBIE_PIG_AMBIENT, ENTITY_ZOMBIE_PIG_ANGRY, ENTITY_ZOMBIE_PIG_DEATH, ENTITY_ZOMBIE_PIG_HURT
# ENTITY_ZOMBIE_VILLAGER_AMBIENT, ENTITY_ZOMBIE_VILLAGER_CONVERTED, ENTITY_ZOMBIE_VILLAGER_CURE, ENTITY_ZOMBIE_VILLAGER_DEATH,
# ENTITY_ZOMBIE_VILLAGER_HURT, ENTITY_ZOMBIE_VILLAGER_STEP
mob:
- ''
# ENTITY_ARMORSTAND_BREAK, ENTITY_ARMORSTAND_FALL, ENTITY_ARMORSTAND_HIT, ENTITY_ARMORSTAND_PLACE
# ENTITY_ARROW_HIT, ENTITY_ARROW_HIT_PLAYER, ENTITY_ARROW_SHOOT
# ENTITY_BOAT_PADDLE_LAND, ENTITY_BOAT_PADDLE_WATER
# ENTITY_BOBBER_RETRIEVE, ENTITY_BOBBER_SPLASH, ENTITY_BOBBER_THROW
# ENTITY_EGG_THROW
# ENTITY_ENDEREYE_DEATH, ENTITY_ENDEREYE_LAUNCH
# ENTITY_ENDERPEARL_THROW
# ENTITY_EVOCATION_FANGS_ATTACK
# ENTITY_EXPERIENCE_BOTTLE_THROW
# ENTITY_EXPERIENCE_ORB_PICKUP
# ENTITY_FIREWORK_BLAST, ENTITY_FIREWORK_BLAST_FAR, ENTITY_FIREWORK_LARGE_BLAST, ENTITY_FIREWORK_LARGE_BLAST_FAR,
# ENTITY_FIREWORK_LAUNCH, ENTITY_FIREWORK_SHOOT, ENTITY_FIREWORK_TWINKLE, ENTITY_FIREWORK_TWINKLE_FAR
# ENTITY_ITEMFRAME_ADD_ITEM, ENTITY_ITEMFRAME_BREAK, ENTITY_ITEMFRAME_PLACE, ENTITY_ITEMFRAME_REMOVE_ITEM, ENTITY_ITEMFRAME_ROTATE_ITEM,
# ENTITY_LEASHKNOT_BREAK, ENTITY_LEASHKNOT_PLACE
# ENTITY_LIGHTNING_IMPACT, ENTITY_LIGHTNING_THUNDER
# ENTITY_LINGERINGPOTION_THROW
# ENTITY_MINECART_INSIDE, ENTITY_MINECART_RIDING
# ENTITY_PAINTING_BREAK, ENTITY_PAINTING_PLACE
# ENTITY_SNOWBALL_THROW
# ENTITY_SPLASH_POTION_BREAK, ENTITY_SPLASH_POTION_THROW
# ENTITY_TNT_PRIMED
entity:
- ''
# ENTITY_ITEM_BREAK, ENTITY_ITEM_PICKUP
# ITEM_ARMOR_EQUIP_CHAIN, ITEM_ARMOR_EQUIP_DIAMOND, ITEM_ARMOR_EQUIP_ELYTRA, ITEM_ARMOR_EQUIP_GENERIC, ITEM_ARMOR_EQUIP_GOLD,
# ITEM_ARMOR_EQUIP_IRON, ITEM_ARMOR_EQUIP_LEATHER
# ITEM_BOTTLE_EMPTY, ITEM_BOTTLE_FILL, ITEM_BOTTLE_FILL_DRAGONBREATH
# ITEM_BUCKET_EMPTY, ITEM_BUCKET_EMPTY_LAVA, ITEM_BUCKET_FILL, ITEM_BUCKET_FILL_LAVA
# ITEM_CHORUS_FRUIT_TELEPORT
# ITEM_ELYTRA_FLYING
# ITEM_FIRECHARGE_USE
# ITEM_FLINTANDSTEEL_USE
# ITEM_HOE_TILL
# ITEM_SHIELD_BLOCK, ITEM_SHIELD_BREAK
# ITEM_SHOVEL_FLATTEN
# ITEM_TOTEM_USE
item:
- ''
# MUSIC_CREATIVE, MUSIC_CREDITS, MUSIC_DRAGON, MUSIC_END, MUSIC_GAME,
# MUSIC_MENU, MUSIC_NETHER
# RECORD_11, RECORD_13, RECORD_BLOCKS, RECORD_CAT, RECORD_CHIRP, RECORD_FAR,
# RECORD_MALL, RECORD_MELLOHI, RECORD_STAL, RECORD_STRAD, RECORD_WAIT,
# RECORD_WARD
music:
- 'i@command[display_name=&ssf&quoMUSIC_GAME&quo;lore=&ss7Click to play the MUSIC_GAME sound˙nbt=action/0|play/MUSIC_GAME]'
- 'i@command_repeating[display_name=&ssf&quoMUSIC_MENU&quo;lore=&ss7Click to play the MUSIC_MENU sound˙nbt=action/0|play/MUSIC_MENU]'
- 'i@command_chain[display_name=&ssf&quoMUSIC_CREATIVE&quo;lore=&ss7Click to play the MUSIC_CREATIVE sound˙nbt=action/0|play/MUSIC_CREATIVE]'
- 'i@paper[display_name=&ssf&quoMUSIC_CREDITS&quo;lore=&ss7Click to play the MUSIC_CREDITS sound˙nbt=action/0|play/MUSIC_CREDITS]'
- 'i@dragon_egg[display_name=&ssf&quoMUSIC_DRAGON&quo;lore=&ss7Click to play the MUSIC_DRAGON sound˙nbt=action/0|play/MUSIC_DRAGON]'
- 'i@dragon_egg[display_name=&ssf&quoMUSIC_END&quo;lore=&ss7Click to play the MUSIC_CREATIVE sound˙nbt=action/0|play/MUSIC_END;quantity=2]'
- 'i@netherrack[display_name=&ssf&quoMUSIC_NETHER&quo;lore=&ss7Click to play the MUSIC_NETHER sound˙nbt=action/0|play/MUSIC_NETHER]'
# AMBIENT_CAVE, UI_BUTTON_CLICK, UI_TOAST_CHALLENGE_COMPLETE, UI_TOAST_IN,
# UI_TOAST_OUT, WEATHER_RAIN, WEATHER_RAIN_ABOVE, ENCHANT_THORNS_HIT
misc:
- 'i@stone[display_name=&ssf&quoAMBIENT_CAVE&quo;lore=&ss7Click to play the AMBIENT_CAVE sound&dot||&ss7WARNING&co This can last a while˙nbt=action/0|play/AMBIENT_CAVE]'
- 'i@stone_button[display_name=&ssf&quoUI_BUTTON_CLICK&quo;lore=&ss7Click to play the UI_BUTTON_CLICK sound˙nbt=action/0|play/UI_BUTTON_CLICK]'
- 'i@end_crystal[display_name=&ssf&quoUI_TOAST_CHALLENGE_COMPLETE&quo;lore=&ss7Click to play the UI_TOAST_CHALLENGE_COMPLETE sound˙nbt=action/0|play/UI_TOAST_CHALLENGE_COMPLETE]'
- 'i@end_crystal[display_name=&ssf&quoUI_TOAST_IN&quo;lore=&ss7Click to play the UI_TOAST_IN sound˙nbt=action/0|play/UI_TOAST_IN;quantity=2]'
- 'i@end_crystal[display_name=&ssf&quoUI_TOAST_OUT&quo;lore=&ss7Click to play the UI_TOAST_OUT sound˙nbt=action/0|play/UI_TOAST_OUT;quantity=3]'
- 'i@human_skull[display_name=&ssf&quoWEATHER_RAIN&quo;lore=&ss7Click to play the WEATHER_RAIN sound˙nbt=action/0|play/WEATHER_RAIN;skull_skin=0b582b1b-8de8-4b5f-bfc6-d2585b|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNWM3ZWNiZmQ2ZDMzZTg3M2ExY2Y5YTkyZjU3ZjE0NjE1MmI1MmQ5ZDczMTE2OTQ2MDI2NzExMTFhMzAyZiJ9fX0=]'
- 'i@human_skull[display_name=&ssf&quoWEATHER_RAIN_ABOVE&quo;lore=&ss7Click to play the WEATHER_RAIN_ABOVE sound˙nbt=action/0|play/WEATHER_RAIN_ABOVE;quantity=2;skull_skin=0b582b1b-8de8-4b5f-bfc6-d2585b|eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNWM3ZWNiZmQ2ZDMzZTg3M2ExY2Y5YTkyZjU3ZjE0NjE1MmI1MmQ5ZDczMTE2OTQ2MDI2NzExMTFhMzAyZiJ9fX0=]'
- 'i@cactus[display_name=&ssf&quoENCHANT_THORNS_HIT&quo;lore=&ss7Click to play the ENCHANT_THORNS_HIT sound˙nbt=action/0|play/ENCHANT_THORNS_HIT]'
sound_sampling_proc:
type: procedure
debug: false
definitions: cat|act
script:
- if <def[cat]||null> == null || <def[act]||null> == null {
- debug ERROR 'Invalid category or action context passed!'
- queue clear
}
- if <def[cat]> == 'page' {
- if <def[act]> == 'next' {
}
- if <def[act]> == 'prev' {
}
- determine b
}