Debuggers: Added commands to investigate item's custom Lua properties.
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@ -2081,7 +2081,7 @@ return
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},
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},
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Notes = "Returns the block's hardness. The bigger the harder the block.",
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},
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},
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GetBlockHeight =
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{
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IsStatic = true,
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@ -7930,7 +7930,7 @@ These ItemGrids are available in the API and can be manipulated by the plugins,
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Type = "cItem",
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},
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},
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Notes = "Returns the currently selected item from the hotbar. Note that the returned item is read-only",
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Notes = "Returns the currently selected item from the hotbar. Note that the returned item is read-only. Also note that the returned item is bound to the actual inventory slot - if a player moves another item into the slot, this object will update to the new item. Use a {{cItem}} constructor to make a copy if you need to store the contents of the slot.",
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},
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GetEquippedLeggings =
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{
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@ -1031,6 +1031,28 @@ end
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function HandleGetPropCmd(a_Split, a_Player)
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local item = a_Player:GetInventory():GetEquippedItem()
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if not(item.m_DebuggersCustomProp) then
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a_Player:SendMessage("The custom property is not set.")
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return true
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end
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local dispValue = string.gsub(item.m_DebuggersCustomProp, ".",
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function(a_Char)
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if (a_Char < " ") then
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return string.byte(a_Char)
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end
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return a_Char
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end
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)
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a_Player:SendMessage(string.format("The custom property value is %d bytes: %s", string.len(item.m_DebuggersCustomProp), dispValue))
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return true
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end
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function HandleHungerCmd(a_Split, a_Player)
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a_Player:SendMessage("FoodLevel: " .. a_Player:GetFoodLevel());
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a_Player:SendMessage("FoodSaturationLevel: " .. a_Player:GetFoodSaturationLevel());
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@ -1109,6 +1131,31 @@ end
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function HandleSetPropCmd(a_Split, a_Player, a_EntireCmd)
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if not(a_Split[2]) then
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a_Player:SendMessageFatal("Missing an argument: the property value to set");
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return true
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end
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local valueToSet = a_EntireCmd:match("/setprop%s(.*)")
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if not(valueToSet) then
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a_Player:SendMessageFatal("Failed to extract the property value to set")
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return true
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end
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valueToSet = valueToSet:gsub("\\([0-9][0-9][0-9])", string.char)
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local inv = a_Player:GetInventory()
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local slotNum = inv:GetEquippedSlotNum()
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local item = inv:GetEquippedItem()
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item.m_DebuggersCustomProp = valueToSet
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inv:SetHotbarSlot(slotNum, item)
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a_Player:SendMessage("Custom property set to " .. valueToSet)
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return true
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end
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function HandleSetLoreCmd(a_Split, a_Player, a_EntireCmd)
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if not(a_Split[2]) then
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a_Player:SendMessageFatal("Missing an argument: the lore to set");
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@ -112,6 +112,12 @@ g_PluginInfo =
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Handler = HandleGetLoreCmd,
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HelpString = "Displays the exact Lore of currently held item (including non-printables)",
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},
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["/getprop"] =
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{
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Permission = "debuggers",
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Handler = HandleGetPropCmd,
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HelpString = "Displays the custom cItem property of the currently held item",
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},
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["/hunger"] =
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{
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Permission = "debuggers",
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@ -190,6 +196,12 @@ g_PluginInfo =
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Handler = HandleSetLoreCmd,
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HelpString = "Sets the lore for the item currently in hand",
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},
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["/setprop"] =
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{
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Permission = "debuggers",
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Handler = HandleSetPropCmd,
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HelpString = "Sets the custom property for the item currently in hand",
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},
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["/spidey"] =
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{
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Permission = "debuggers",
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