#Entity Conversion (e.g. villager curing)
26 messages · Page 1 of 1 (latest)
onEvent('item.entity_interact', event => {
if(event.target.potionEffects.isActive('minecraft:weakness') == true && event.item.id == 'minecraft:golden_apple'){
let p = event.player
let target = event.target
if(target.type == 'minecraft:zombified_piglin' || target.type == 'minecraft:zoglin' || target.type == 'minecraft:vex'){
p.playSound("minecraft:entity.zombie_villager.cure",1,1)
p.swingArm("MAIN_HAND")
event.item.count--
target.persistentData.convert = 6000
target.potionEffects.clear()
target.potionEffects.add('minecraft:strength', 6000)
}
}
})
function EntityConvert(event,target){
let convertedEntity = ``
if(target.type == 'minecraft:zombified_piglin'){
convertedEntity = event.level.createEntity("minecraft:piglin")
convertedEntity.mergeFullNBT(`{IsImmuneToZombification:1b}`)
} else if (target.type == 'minecraft:zoglin') {
convertedEntity = event.level.createEntity("minecraft:hoglin")
convertedEntity.mergeFullNBT(`{IsImmuneToZombification:1b}`)
} else if (target.type == 'minecraft:vex') {
convertedEntity = event.level.createEntity("wildbackport:allay")
}
convertedEntity.x = target.x
convertedEntity.y = target.y
convertedEntity.z = target.z
convertedEntity.mergeFullNBT(`{Rotation:${target.getFullNBT().Rotation},ActiveEffects:[{Id:9,Amplifier:0b,Duration:100}]}`)
convertedEntity.spawn()
if(target.ridingEntity){
let boat = target.ridingEntity
target.dismountRidingEntity()
convertedEntity.startRiding(boat,true)
}
target.setPosition(target.x,-100,target.z)
e.playSound("minecraft:entity.zombie_villager.converted",1,1)
}
onEvent('level.tick', event => {
event.level.entities.forEach(e => {
if(e.persistentData.convert == 0){
e.persistentData.convert--
EntityConvert(event,e)
} else if(e.persistentData.convert > 0){
e.persistentData.convert--
}
})
})
was this why you were asking about shaking :p
yea
I only missing that part
I used TicksFrozen nbt to shaking, but some mods removes that from pigmen
seems like the shaking is a special renderer for the zombie villager
declaration: package: net.minecraft.client.renderer.entity, class: ZombieVillagerRenderer
striders also shake too when they're out of lava
declaration: package: net.minecraft.client.renderer.entity, class: StriderRenderer
I think that would be renderer too
again special render
give them glow effect on and off 😛
dont skeletons shake in powered snow
and piglins when in overowrld?
idk maybe not tho
They are also renderer thingy
yeah ig
declaration: package: net.minecraft.client.renderer.entity, class: SkeletonRenderer
wait you could possibly do it
declaration: package: net.minecraft.client.renderer.entity, class: LivingEntityRenderer
its in livingentityrenderer
ok nvm its protected
but you could theoretically do it for all these mobs
