manage_inventory

Is an action that allows you to save, open and delete the different inventories to the players.


Meaning

Allows you to save, open and delete the different inventories to the players (you can save and delete any inventories, but open only suitable of them for players).


Format
- 'manage_inventory: action:<action>;<option>:<value>;<optionN>:<valueN>'

action:<action> – may be save, open or delete, you can add "?" symbol before the action to use the temporary inventories storage, that is, until server restart; (MANDATORY)

Options (any order):

inventory:<inventory_id> – indicates by which id/name the inventory will be used (can be skipped only in case of "open" action); (SEMI-MANDATORY)

fake:<true | false> – whether to open the fake inventory or not in cases of anvil, workbench and so on inventories (use only in case of "open" action, can be skipped); (SEMI-OPTIONAL)

owner:<entity_uuid | player_name | world,x,y,z> – indicates which inventory will be used (for example of some player), if specified, all other properties will be ignored, you also can use "^" before the nickname to use the open player's inventory and "|<slot (indices or named slots)>" after to get inventory of the some item (for example, shulker box) (use only in case of "save" or "open" actions, can be skipped); (SEMI-OPTIONAL)

holder:<entity_uuid | player_name | world,x,y,z> – the holder which will hold the inventory (use only in case of "save" or "open" actions, can be skipped); (SEMI-OPTIONAL)

target:<player> – for which player the inventory will be opened (use only in case of "open" action); (SEMI-MANDATORY)

typeOrSize:<inventory_type | integer_size> – the type or the size of the inventory, see the available types here, in case of size it should be a multiple of 9 between 9 and 54 slots, for example, 18 (use only in case of "save" or "open" actions); (SEMI-MANDATORY)

title:<inventory_title> – the title of the inventory (use only in case of "open" action, can be skipped). (SEMI-OPTIONAL)


If "?" prefix will not be specified in the action, the inventory will be stored in a file at the path plugins/TriggerReactor/inventories.json (you can change this file, changes will take effect after the command /trg reload confirm), otherwise the inventory will be stored in the server memory until it is restarted.


Targets

Where is useful

For example, if you need to create the custom system of "virtual personal storages", it also can be combined in a useful way with change_item action for "expandable storages" etc.


Examples
- 'manage_inventory: action:open;target:%player%;holder:%player%;typeOrSize:CHEST;title:§fMy little inventory' # Open the new inventory to the current player with type "CHEST", title "§fMy little inventory" and holder as the current player
- 'manage_inventory: action:save;inventory:%player% Enderchest;owner:^%player%;title:§aSaved Enderchest' # Save the open inventory (for example, enderchest) of the current player with custom title
- 'manage_inventory: action:open;owner:world,3097,65,8607|0;target:%player%' # Open the inventory of the item (for example, of the shulker box) in the block (for example, in the chest) at the specified location to the current player