Overview
This would be the ability to allow operators control over items that are either set to "locked in inventory" or "locked in slot". This would allow customisation of those items.
Details
As some map makers may know, we have the ability to lock items into either a player's inventory or specific slots of a player's inventory. This can be done with the following command examples:
Give command
- Gives player 1 coal that can not be dropped, removed or crafted with.
/give @s coal 1 0 {"item_lock": {"mode": "lock_in_inventory"}}
- Gives player 1 coal that can not be moved, dropped, removed or crafted with.
/give @s coal 1 0 {"item_lock": {"mode": "lock_in_slot"}}
Replaceitem command
- Replaces item in player's first hotbar slot with 1 coal that can not be dropped, removed or crafted with.
/replaceitem entity @s slot.hotbar 0 coal 1 0 {"item_lock": {"mode": "lock_in_inventory"}}
- Replaces item in player's first hotbar slot with 1 coal that can not be moved, dropped, removed or crafted with.
/replaceitem entity @s slot.hotbar 0 coal 1 0 {"item_lock": {"mode": "lock_in_slot"}}
My suggestion is to allow operators the ability to ignore these restrictions so that items can be customised; for example, an item locked in a player's inventory cannot be renamed in an anvil.
How this would be beneficial
- Allows map maker's to provide names/enchants to items that are locked.
- Allows map maker's to save items into structures that are locked.
- Allows map maker's to move locked items into inventories.
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