#nbt armor adding skript working on 1.20.6 but not 1.20.4

1 messages · Page 1 of 1 (latest)

mighty thorn
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1.20.5 had a massive nbt update - if any nbt stuff were to break it would with that update
what exactly is not working as expected here?

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also you should keep all custom nbt data within the custom property

dry river
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why are you using {_var::1::1} + {_var::1::2} + {_var::1::3} +{_var::1::4} instead of just + {_var::1::*}?

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Anyways, the fix should be nbt of x -> custom NBT compound of x

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I would clean it up with a loop:

  set {_NBT} to custom NBT compound of loop-value
  add int tag "whatever" of {_NBT} to {_coolNamedvariable}
return {_coolNamedvariable}```
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i see no reason not to update

dry river
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broadcast the variables

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make sure they are being set correctly

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well you cant do it via effect commands as they're local variables

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try waiting a tick before calling the funciton

last musk
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i wouldnt do "nested;tag" since it doesnt signify which kind of tag is nested

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id do first:

set {_nbt} to string list tag "sdsds" #idk what type of tag u use, string list is an example
then
set {_value} to string tag "sdsdsd" of {_nbt}```
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ok but nvm that's not ur problem

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so if u remove var1 everything else works?

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so defense is 0 until this line happens:

set {defense::%uuid of {_p}%} to {_def} + {_var::1::1} + {_var::1::2} + {_var::1::3} + {_var::1::4}```
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?

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so if he wears a chestplate but not helmet

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it doesnt count?

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pretty sure u can add nones together

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is the final piece of code even being run at all?

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because you're not wearing anything it might giivng errors but u just dont know

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@jaunty matrix

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beofre the set defense line brroadcast all the variables