#(gtnidrol) Item that takes away HP
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<player.health.max> returns a plain elementtag. the max_health mechanism needs an entity
!m entitytag.max_health
Sets the maximum health the entity may have.
The entity must be living.
Note to change the current health at the same time as max_health (might be needed when setting max health higher rather than lower),
use !mechanism EntityTag.health_data.
EntityTag
ElementTag(Decimal)
<EntityTag.health> Returns the current health of the entity.
<EntityTag.health_max> Returns the maximum health of the entity.
there is a generated example on the linked website that shows you what the adjust command syntax should look like
you need to adjust the player entity (which you can get using <player>) and not adjusting an elementtag (which is what you get from using <player.health.max>)
Cant u just make this with attributes
The player would have to be wielding the item, I believe they want to make it so when you pick up the item it's affecting you?
just do: - adjust <player> max_health:<player.health_max.add[8]>
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