#I would like to set my give items to have custom model data.

1 messages · Page 1 of 1 (latest)

proper parcel
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else if {EquipShard::%player%.shards} is 6:
set {EquipShard::%player%.shards} to 0
give player amethyst shard named "&3&lPulse Shard"
message "&f&lPulse Shard Unequipped %{EquipShard::%player%.shards}%" to player

wet rampart
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okay

proper parcel
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thats what i was seaching for

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i was under the impression that i had to seach for the item being held causes the custom model data to run

wet rampart
proper parcel
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also

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it doesnt work

proper parcel
wet rampart
proper parcel
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in here its fine

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here its fine aswell

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yet when i go to get the item back

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it doesnt have the data

wet rampart
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Add the data when you create the item

proper parcel
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so move it up a line?

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to the one with the naming, correct?

wet rampart
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enchant {_p} with mending 100
set custom model data of {_p} to 100


#Then, later:
give player {_p}```
proper parcel
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ts make no sense 🙏 😭

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do you mean like i make the item then get it later

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bc thats not what im tryna do for this

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basically, you equip the shard and it has custom data aka 1

wet rampart
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then maybe explain what youre doing, please

proper parcel
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then that goes in and you have it in your slot

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when you run /withdrawl

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it removes it from your slot and gives the item back to you with the correct name, currently i want the data to also be sent back or kind of added. since for the first /equip there is no reason for it to check for data

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so i just need the data to be added when you withdrawal the item from your slot

wet rampart
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okay so show the code for that part

proper parcel
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the withdrawl?

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theres a couple of other shards im working on aswell, but i want to do pulse first since i have its texture in the pack

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command /WithdrawalShard:
trigger:
if {EquipShard::%player%.shards} is 1:
set {EquipShard::%player%.shards} to 0
give player amethyst shard named "&c&lBloodLust Shard"
message "&f&lBloodLust Shard Unequipped %{EquipShard::%player%.shards}%" to player
else if {EquipShard::%player%.shards} is 2:
set {EquipShard::%player%.shards} to 0
give player amethyst shard named "&a&lDasher Shard"
message "&f&lDasher Shard Unequipped %{EquipShard::%player%.shards}%" to player
else if {EquipShard::%player%.shards} is 3:
set {EquipShard::%player%.shards} to 0
give player amethyst shard named "&6&lVolcanic Shard"
message "&f&lVolcanic Shard Unequipped %{EquipShard::%player%.shards}%" to player
else if {EquipShard::%player%.shards} is 4:
set {EquipShard::%player%.shards} to 0
give player amethyst shard named "&7&lMind Shard"
message "&f&lMind Shard Unequipped %{EquipShard::%player%.shards}%" to player
else if {EquipShard::%player%.shards} is 5:
set {EquipShard::%player%.shards} to 0
give player amethyst shard named "&2&lTwister Shard"
message "&f&lTwister Shard Unequipped %{EquipShard::%player%.shards}%" to player
else if {EquipShard::%player%.shards} is 6:
set {EquipShard::%player%.shards} to 0
give player amethyst shard named "&3&lPulse Shard"
message "&f&lPulse Shard Unequipped %{EquipShard::%player%.shards}%" to player
else if {EquipShard::%player%.shards} is 7:
set {EquipShard::%player%.shards} to 0

wet rampart
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so literally just give player ... with custom model data X then?

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also you can pull out the set {EquipShard::%player%.shards} to 0 line

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amd honestly you could have all these items in a list and use {EquipShard::%player%.shards} as an index

proper parcel
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oh shi

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thanks gng