(QoL) Using wildcard characters instead of listing every similar materials in conditions
Summary
- blocktype{t=STONE,ANDESITE,POLISHED_ANDESITE,COBBLESTONE,MOSSY_COBBLESTONE,STONE_BRICKS,MOSSY_STONE_BRICKS,CHISELED_STONE_BRICKS,ANDESITE_SLAB,POLISHED_ANDESITE_SLAB,COBBLESTONE_SLAB,MOSSY_COBBLESTONE_SLAB,STONE_BRICK_SLAB,MOSSY_STONE_BRICK_SLAB,ANDESITE_STAIRS,POLISHED_ANDESITE_STAIRS,COBBLESTONE_STAIRS,MOSSY_COBBLESTONE_STAIRS,STONE_BRICK_STAIRS,MOSSY_STONE_BRICK_STAIRS,ANDESITE_WALL,COBBLESTONE_WALL,MOSSY_COBBLESTONE_WALL,STONE_BRICK_WALL,MOSSY_STONE_BRICK_WALL,GRASS,FERN,STONE_BUTTON,BIRCH_LEAVES,DARK_OAK_LEAVES,OAK_LEAVES,JUNGLE_LEAVES,SPRUCE_LEAVES,ACACIA_LEAVES} false
example from @Woodyso
Do you like typing all materials for your conditions that can accept an array of materials, or at least check if the caster/target is holding any diamond items? Well, you'll probably love using wildcards.
Usage
- holding{m=diamond*} true
this checks if the player/entity is holding any diamond items.
- holding{m=*pickaxe} true
checks if the player/entity is holding any pickaxe. Or - holding{m=*axe} true
so it also checks for both pickaxe and axes.
- wearing{slot=CHEST;m=*chestplate}
checks for any chestplate on the player/entity.
- blocktype{t=*LEAVES,*SLAB} false
checks if the blocktypes are not leaves of any type, or slabs of any type.
Value
This will make life simpler for lazy people :D
Priority
High priority since this is a huge QoL addition for conditions.