#Random Help questions
1 messages · Page 1 of 1 (latest)
Hasitem={item=ricky:dirt_wand}
invalid function is the consol error that came w that but its also saying that in line 4 the string of the item is unexpected
I really don't understand what use a /testfor has in a function, you should delete it
You can also add a target to playsound like @s or @p
Tp @s ~ ~26 ~ 0 0 true
well im trying to get it to give the effect when the specified item is in hand how else would it know if i dont testfor it ?
not gunna be perm was just looking at all the diff default sounds
How are you using the function? You can use an execute command to run the function, right?
i havent used functions yet im still looking in the documentations and everythingfor it
what im attempting to do is have this function check if the item is in the offhand and if so it gives that player the effects, im gunna be using the tick file to run it. i just setup the tick file to run it each tick but the file is empty now i have no idea how to detect the offhand slot let alone if their holding the specific item in it
You don't really need all of that above
You can just condense it into a effect command
i did
but i did run into another issue if you dont mine sticking around rq
this item wont go into offhand slot
but it should be able to, do you got any idea why it wont?
Yeah no this isn't optimal, you can just do it in one singular file and it's way shorter. /effect @e[type=player,hasitem={item=ricky:dirt_wand,location=slot.weapon.offhand}] speed 5 2 true
oh shit okay
well idk how to feel about how i just spent hours of my time but thanks
Not sure I don't really dabble in JSON enough
so using this it removes the need for me to have it in my main.js/script file
Correct, just placing it into a singular function file would be better.
how would you refer to the main hand slot? i assumed mainhand instead of off but it wasnt it, is there a documentation page for these kind of refrences?
ahh it was mainhand
but the / before effect was the issue
Or just the autocomplete
i forgot to add the wearable component
if you want it in an equipment slot it needs that and technically offhand is an equipment slot
ty
Glad it's working for you now, if you have a command related question you can ping me or just make a channel in #1067869288859447416 I lurk there usually
thanks, ima def get confused again so youll probably see me around ;-;
another thing i found instead of using the type=player you can use @a
@e def serves a purpose tho for other entities
if you wanted to detect when an entity has been hurt how would you do that? my thoughts are an entity gets hit then spawns other entities using the "minecraft:spawn_entity": {
"entities": [
{
"min_wait_time": 0,
"max_wait_time": 0,
"spawn_entity": "trader_llama",
"spawn_event": "minecraft:from_wandering_trader",
"single_use": true,
"num_to_spawn": 2,
"should_leash": true
}
]
}, component but im not even sure if the component can be used the sane
same*
Yes, but are you planning to make your entity spawn 2 entities every time it is hurt? In that case, if your entity has 20 health points, then it would generate 40 llama.
that was an example component but yes it would spawn 2 each time its hurt , and yes that math does up but my entity only has 5hp so it wont be as many
do yk how to do that or are you just asking a follow up;-;
Ok, if that's not a problem then you just need to run the event with
"minecraft:on_hurt" : {"event": "spawn_llama"}
how would i declare my entity as being hurt tho?
ik that on hurt detects when the hurt occurs but i couldnt find any documentation showing entity hurt
"minecraft:on_hurt" : {"event": "spawn_llama"} It is an e component, that detects when the entity is hit
ive got this event entity @e[type=ricky:ricky:dirt_man] minecraft:on_hurt_event
using a function file
how would i detect the onhurtevent was done by a player?
"minecraft:on_hurt_by_player"
ah okay i didnt know if there was a specific array needed or what, thanks
You could also use a filter, but this component should work
im confused so i got this how do i give it the spawn component?
i thought spawn wouldve been summon
ah okay
mmm no
i removed one of the "ricky:" after type to correct that btw
You are supposed to be configuring your entity, not commands.
i can add the on hurt by player to my entitys json?
yes
ahh
last time i just summoned 2 more on a leash eachtime they spawned so they duplicated and killed a workd
its saying otherwise?
no component_groups
put it in components
minecraft:on_hurt is wrong, you must put it in "components"
ahhh components ended right before component groups mb i thought component grounds and events was included inside the components
and the minecraft:spawn_entity component should be in a component group
"component_groups": {
"spawn_example": {
"minecraft:spawn_entity": {}
}
},
that confuses me cause it gives me errors when i try to
show me, it shouldn't cause error
Ok that's very wrong, I told you that it should be in a component group
cause it was working fine in normal component
dunno what you want me to get from that ngl
Ah, I see your confusion.
if you look there itll show you that it goes in normal components
"component_groups": {
"spawn_example": {
"minecraft:spawn_entity": {}
}
},
being put in the "components" it doesnt cause any errors and runs the spawning functions
function*
Wouldn't you rather send the code? I feel like we would save a lot of time.
i don't see how id learn from that, i don't think the component is the correct one anyways it doesn't get used in a component group like you say its used in the normal components and the errors spoke that for themselves on that one. if youd like to try yourself you can
{
"format_version": "1.19.80",
"minecraft:entity": {
"description": {
"identifier": "ricky:dirt_man",
"is_spawnable": true,
"is_summonable": true,
"is_experimental": false
},
"components": {
"minecraft:on_hurt_by_player" : {"event": "spawn_ricky:dirt_man" } ,
"minecraft:type_family": {
"family": [
"test",
"mob",
"animal"
]
},
"minecraft:loot": {
"table": "loot_tables/DirtMan/lootx.json"
},
"minecraft:experience_reward": {
"on_death": "q.last_hit_by_player ? 0 : 0"
},
"minecraft:health": {
"max": 5,
"value": 5
},
"minecraft:movement": {
"value": 0.3
},
"minecraft:annotation.open_door": {
},
"minecraft:movement.basic": {},
"minecraft:navigation.walk": {
"can_path_over_water": true,
"can_pass_doors": true,
"can_open_doors": false,
"avoid_water": true,
"avoid_damage_blocks": true,
"can_jump": true,
"can_float":true,
"can_walk_in_lava": false,
"can_sink": false
},
/"minecraft:spawn_entity": {
"entities": [
{
"min_wait_time": 0,
"max_wait_time": 1,
"spawn_entity": "ricky:dirt_man",
"spawn_event": "on_hurt_by_player",
"single_use": true,
"num_to_spawn": 1,
"should_leash": false
}
]
},/
"minecraft:physics": {},
"minecraft:breathable": {
"total_supply": 15,
"suffocate_time": 0
},
"minecraft:pushable": {},
"minecraft:behavior.float": {
"priority": 0
},
"minecraft:behavior.random_stroll": {
"priority": 2,
"xz_dist": 15
},
"minecraft:behavior.look_at_player": {
"priority": 10
},
"minecraft:behavior.random_look_around": {
"priority": 1
},
"minecraft:trade_table": {
"display_name": "Dirt Man",
"new_screen": true,
"table": "trading/DirtMan/tradex.json"
},
"minecraft:behavior.look_at_trading_player": {
"priority": 0
},
"minecraft:behavior.trade_with_player": {
"priority": 2
},
"minecraft:behavior.trade_interest": {
"priority": 5,
"within_radius": 3,
"interest_time": 45,
"remove_item_time": 1,
"carried_item_switch_time": 2,
"cooldown": 2
}
},
"component_groups": {
"test:despawn": {
"minecraft:instant_despawn": {}
}
},
"events": {
"test:despawn": {
"add": {
"component_groups": [
"test:despawn"
]
}
}
}
}
}
had to split into 2 cause i dont have nitro
once you remove the mulit line comment they start spawning on themselves
if you set that number to 2 or 3 your world gets laggy cause they spawn alot
cant use the on_hurt_by_player sadly it doesnt work it needs spawnrules like a raid or wandering trader spawn or such
component groups is supposed to be an array it says
meaning []
switching it to an array gives these errors aswell
I don't understand, I've already sent you the fixed file
minecraft spawn entity doesnt go in component groups im tryna tell you
bro that's not what I sent, you have you seen the code I sent?
then i made it an array to fix that first error and it had these errors
Just copy and paste everything I sent
ahh i missed the "22 lines left" i didnt donwlod just copied mb it did work
but why does that work?
"component_groups": {
"spawn": {
"minecraft:spawn_entity": {
"entities": [
{
"min_wait_time": 0,
"max_wait_time": 1,
"spawn_entity": "ricky:dirt_man",
"single_use": true,
"num_to_spawn": 1,
"should_leash": false
}
]
}
},
"test:despawn": {
"minecraft:instant_despawn": {}
}
},
"events": {
"spawn_ricky:dirt_man": {
"add": {
"component_groups": [
"spawn"
]
}
},
"test:despawn": {
"add": {
"component_groups": [
"test:despawn"
]
}
}
why does that work?
This is how it should be
yeah but i wanna know why so i can do it again on my own when i need to
im new to this i dont just want solutions i wanna learn how
i appreciate it 100% just not learnin a whole lot
mmm follow the path first on_hurt_by_player -> event -> component_group
Your entity has 3 important parts, components, component groups and events
i understand thats the order but how does the component groups work? how do i create my own and actually understand them?
The components are like the default configuration, it will always be active
Component groups are isolated components, they can be added and removed through events
Events have several functions, although in this case they were used to add components group, you can also use the /event command to make it work, but usually these events are activated from the "component" section as in this case, we use on_hurt_by_player
This would be the summarized version
ah so groups arent always active and only get called through a specefied event, so in "events": {
"spawn_ricky:dirt_man": {
"add": {
"component_groups": [
"spawn"
]
}
}, is the "spawn" inside component groups the command being ran? or how is string found?
Yes, events are just waiting to be called, either by a component or an /event command.
ah alright, and the component group string?
i meant lower than that
this is the "spawn" inside component groups the command being ran? or how is string found?
ig its in events
sorry
I don't know what you mean, I think the image explains it well
If you don't like "spawn" you can change it
ohh so its just a name
ohhh okay
so you just write the event you want to call then give a component group a name then you call the component you want to call using that name
thanks , i dont have alot of js experience so its a bit difficult to understand some aspects but i do appreciate the help
Ok, I also recommend you to use a more updated version like 1.20.80 and not 1.19.80, since some components could be obsolete
i think i chose that version cause of deprected stuff before but im not sure, theres no errors using 1.20.80 so ill use that i forgot about that ngl;
do you know if the spawn_entity also works with spawning raw items?
ig i can test that act
it doesnt :/
"minecraft:spawn_entity": {
"entities": [
{
"min_wait_time": 0,
"max_wait_time": 1,
"spawn_item": "diamond",
"single_use": true,
"num_to_spawn": 1,
"should_leash": false
}
]
}
?
For vanilla entities and vanilla items it is not necessary
instead of entity
ahh okay i thought it was req no matter what
ive been adding it to everything ;-;
Well it doesn't make much difference
nope just extra typing, do you know of any ways to combine spawns item and spawn entity?
without making 2 seperate component groups
ex. having it spawn an entity aswell as an item
i feel like that just needs a seperate component group
if that should work fine
this doesnt
it only spawns them
the entities
no items
mmm then it is necessary to use 2 separate groups
yes probably the num_to_spawn conflicts, the code doesn't know which one to refer to and chooses only one
thats what i was thinking i tried to one for each it just doesnt load it properly
ima make a second group rn
i did the "component_groups "spawn_stick etc.." but the events part i was unsure how to do it
i was about to ask
thats so cool wtf
so it works with just any component?
or any entity component
what are you talking about?
Do you mean more different entities and more different items? Yes, it is possible, I think so.
Usually some components cannot be executed at the same time, did it work correctly for you? Did the entity and items appear?
that did yes
hm i think were thinking differently
i think were thiking differently
"minecraft:behavior.panic": {
"priority": 10,
"speed_multiplier": 1.0
},
if i want it to panic and run around when hit i can replace the spawn_entity with that component cant i?
thats what i mean hy the question
or this "minecraft:health": {
"value": 20,
"max": 20
},
example values^
Ah, I understand now, yes, you can use any component, that is the function of the component group, you can add any type of component isolated from the "components" section.
ohh okay thats awesome
and this one would update the health instantly wouldnt it?
since the value is 20 if i smack it and it goes to 13 then itd just reset to 20 again wouldnt it?
mmm not sure if that works like that, never used it to regenerate health
hmm lemme test it then
maybe it works
doesnt
although if you wanted you could add a regeneration function, or simply nullify the damage with the damage_sensor component
"spawn_ricky:dirt_man": {
"queue_command": {
"command": "effect @s regeneration 2 10 true"
},
"add": {
"component_groups": [
"spawn_dirt_man",
"spawn_stick"
]
}
},
actually i think it hurts it if anything
yeah i thought about updating its health when hit with a certain item tho it wouldnt be like a regenerative power kinda thing
but you can combine the health component with the regeneration effect
before hand it was spawning both the item and the mob now its only spawning the item for some reason
hm
have you changed anything? show me
"component_groups": {
"spawn_dirt_man": {
"minecraft:spawn_entity": {
"entities": [
{
"min_wait_time": 0,
"max_wait_time": 1,
"spawn_entity": "ricky:dirt_man",
"num_to_spawn": 2,
"single_use": true,
"should_leash": false
}
]
}
},
"spawn_Stick":{
"minecraft:spawn_entity": {
"entities": [
{
"min_wait_time": 0,
"max_wait_time": 1,
"spawn_item": "stick",
"num_to_spawn": 16,
"single_use": true,
"should_leash": false
}
]
}},
"health":{
"minecraft:health": {
"value": 20,
"max": 20
}
},
"test:despawn": {
"minecraft:instant_despawn": {}
}
},
"events": {
"spawn_ricky:dirt_man": {
"add": {
"component_groups": [
"spawn_dirt_man",
"spawn_Stick",
"health"
]
}
},
"test:despawn": {
"add": {
"component_groups": [
"test:despawn"
]
}
}
}
i removed health since then
ok, isee
Your component group has a capital letter, "spawn_stick" is not equal to "spawn_Stick"
ok, my mistake, yes they are the same
i think its just trying to do the same spawn entity component and thats caus9ing issues like you said earlier
still was working fine till i tested the health so maybe its just a touchy subject
Yes, I thought it was a special case when you said it worked correctly, you tried with a new entity
do you know if its possible to add a specific item being in the mainhand to the component "minecraft:on_hurt_by_player"? or will i need to make a function for that?
oh wait
Yes, you need a filter
thats just hasitem isnt it?
hasitem={item=ricky:dirt_wand,location=slot.weapon.offhand} example
would that work for it?
No, that's not going to work in this case.
ah okay
ah ok ill try that
"minecraft:on_hurt_by_player": {
"event": "spawn_ricky:dirt_man",
"filters": [
{
"any_of": [
{
"test": "has_equipment",
"value": "stick",
"subject": "other",
"operator": "==",
"domain": "hand"
}
]
}
]
}
what does domain mean tho? it doesnt have that listen on the documentation page for this components filters
simply the location of the item
ah okay
ohhh so thats the same as slot.weapon.mainhand
just with less info required
i like that
thanks
It's not the same link, maybe you can search for the has_equipment filter there
the link im on rn is just every option for the filters that one is on here aswell
there she is
yes, it's not very precise like "slot..."
I guess "armor" would be the equivalent of "offhand"
although I'm not sure
so ive got this
but with this it doesnt work at all, with the item or with my hand
not sure why tho i followed the documentaiton and double checked w yours
double checking now tho
changing the item doesnt help either just attempted that
okay ill try that rq
no, better try this
"minecraft:on_hurt_by_player": {
"event": "spawn_ricky:dirt_man",
"filters": {
"any_of": [
{
"test": "has_equipment",
"value": "stick",
"subject": "other",
"operator": "==",
"domain": "hand"
}
]
}
}
i did this and it works when any item is used
oh shit
using "any_of" lets it work regardlesss of the item since we have the domain as hand
anything in my hand will run it
maybve all of would worked better
I have removed [ ] that may have caused an error
mmm not really, the filter would work the same if you put all or any
This only refers to filters that are within any_of or all_of
this didnt work with and without the []
im using stick aswell
for the item
ok then we will try with events, delete the filter from the on_hurt_by_player component
"spawn_ricky:dirt_man": {
"sequence": [
{
"filters": {
"all_of": [
{
"test": "has_equipment",
"value": "stick",
"subject": "other",
"operator": "==",
"domain": "hand"
}
]
},
"add": {
"component_groups": [
"spawn_dirt_man",
"spawn_Stick"
]
}
}
]
},
sequence just makes it go in right?
doesnt work still
i wonder if equipment is refering to a tool
Is your item well identified?
ricky:dirt_wand
ive swapped it to different items including stick and dirt
ok
i think so, no big plans with it just using it as a specefied item for events like hitting dirt man
ok then we will use damage sensor, that should not fail
okay
Remove all the filters and now I'll send you what the damage sensor should look like.
change the on_hurt_by_player component to this
"minecraft:damage_sensor": {
"triggers": [
{
"on_damage": {
"event": "spawn_ricky:dirt_man",
"filters": [
{
"all_of": [
{
"test": "is_family",
"value": "player",
"subject": "other"
},
{
"test": "has_equipment",
"value": "stick",
"subject": "other",
"operator": "==",
"domain": "hand"
}
]
}
]
}
}
]
},
that one worked
i def needa work with filters more, i undestood writing it out apart from where the filters go, ig those just stay in the conditions or whatever
that one worked but back to the issue of it only drops sticks
no spawning
they are still seperated into different component groups aswell
You had previously mentioned that it worked right, the first time
it did
i think ik whats happening
its only doing the last listed under component groups
has it been proven that a new entity has been invoked?
if i swap them it only does the 2nd one
invoked confuses me but they do spawn yes
2 more dirt man spawn with this
the sticks spawn with this
its like only reading the last section of the array i wonder if i need to add {} between the strings
like {spawn_dirt_man},{spawn_Stick}, etc
i do each time
ahh yes i did
simple fix would be to make a different item spawn the sticks but itd be neat if its posible to do both with one item
Yes, it is possible, I just wanted to rule out a theory, in that case we will use a timer
bet okay whats that
apart from a timer
oh shit can you give it a timer to activate the 2 different events one after another? instead of attempting it all together?
although before that, do you think it would be a good option to use a summon command? I know there could be some problems like the summoning inside side blocks, but if you don't mind it might be easier for you
they naturally spawn and i have a recip[e for the spawn eggs so in the actual finish product it wouldnt be using a summon command but we can try anything im learnin alot
Yeah, the timer would only have a delay of 0.1 seconds, it would be imperceptible.
i could make another item that just runs the function to summon it
but thats not how id prefer it
ok this would be the example
so "time_down_event" is what makes it wait a second
is there any other choices for that?
and does the timer need to be in component groups? what all can that be used for? just anything?
0.1 seconds
You can use the components in "components" or "components_group" there is no limit for that, the timer component is just one more
mmm send the full code
mmm it's probably changed in the new version
okay ill look at documentation maybe its updated
oh no, isee
"minecraft:timer":{
"looping": true,
"randomInterval":true,
"time": [0.0, 0.0],
"time_down_event": {
"event":"minecraft:times_up"
}
}
thats from documentation
what was the issue?
You have placed the timer component wrong
yeah when its supposed to be in the spawn entity
oh i think im just reading it weird
that worked
damn this isnt as complicated as it seems
still difficult asf but wow
Yes, it is not, at least in entities things are simpler and have a certain logic that is easy to understand.
what was spawn_ricky:stick in my other file?
oh spawn_Stick
oh thats just a new event? im confused
new event
ohh
so what that does is removes the group spawn dirt man
then it gets spawn_Stick so that it can do the other event
it just took me a min to actually read the stuff ;-;
so how does this work?
the timer in particular
yes basically, i removed the spawn_dirt_man group so i can reset the timer
the timer is confusing me
it has a 0.1 delay but what event is that timer effecting?
its calling on the event to remove the dirt man group and add stick group
but the even right after the timer is spawn_Stick
The timer is not confusing, it just executes an event after 0.1 seconds, the confusing thing is the other thing
oh so the timer just executes the event to remove and add those groups after 0.1s okay
so what am i confused about then?
Since you can't run both groups at the same time you need the first group to run first and then the second group to run, in this case with a delay of 0.1 seconds.
so its not running twice?
or does the event the timer calls upon happen before the "spawn_Sticks" right under it?
yes, the timeline would be like this,
player hits entity > executes event "spawn_ricky:dirt_man" > adds component group "spawn_dirt_man" > 0.1 seconds > executes event "spawn_ricky:stick" > removes previous component group and adds component group "spawn_Stick"
yes although I have seen that you use the loot_tables, a shorter way would have been to use the /loot command to summon the sticks
you mean the drops when it dies?
i havent set those up yet but i dont want it to be sticks its gunna be other custom stuff, but i didnt think of that
No, I mean the same operation but using /loot
I think it gave you more freedom
and the code would be less complicated
the loot_tables is the folder that you put the drops file in "lootx.json"
im not understanding but potentially
I mean something like this
"spawn_ricky:dirt_man": {
"add": {
"component_groups": [
"spawn_dirt_man"
]
},
"queue_command": {
"command": "loot spawn ~ ~ ~ loot "lot_tables/sticks""
}
},
event
yes
true but would it not loot all of the table not just the sticks?
and id have to specify the amount of sticks so itd drop the same amount when it does die
this just stopped working all of a suidden btw
just set up a new loot_table
this doesnt have one yet
wtf
yeah back to sticks
i changed the timer aswell to 0.2 same thing
i didnt change anything either lmfao
change looping: true
okay
it works occasionally
its not a guarenteed thing
i hit it like 8 times and it did spawn more of them but alot more sticks
you sure:? its spawning 2 of them
I see, are you hitting too fast?
no if i hit it once it doesnt spawn them
just sticks
i hit them 3 or 4 times slow then the rest back to back and it spawned
1 sec
Watch Untitled and millions of other Minecraft videos on Medal, the largest Game Clip Platform.
show me the code
"max_wait_time": 0
genuis
oh does that max weight time mean that the game can make it wait longer than what our timer was doing?
so that by the time it tried to activate we didnt have the right group names to spawn the entities
yes
ah okay i didnt think about that
do you think its possible to make an event that takes an item from the players inventory ?
such as dirt 1 would be taken out of the inventory
on damage
you mean, if i hit dirtman do i lose a block of dirt?
yeah
like if i hit dirtman with a dirt block in my hand
itll take 1 dirt from my hand
i know thats possible with functions and scripts but if that can be avoided thats amazing
It would be the same case as using the dirt_wand
yeah i figured that much its the removing from inventory im wondering about
is that even possible using the entity file?
yes of course you would just have to add it, what is supposed to happen after using the earth block? Should it cause damage?
itd be player hits dirtman with dirt block> 1 dirt removed from hand>1 grass block spawned
wtf what do you mean grass block? the dirtman disappears?
ah
lmao dirtman is safe dw
it shouldnt cause damage
"clear @s grass_block 0 1"
how does this work?
clear self grass_block 0 1
should that not be dirt?
since its needing to remove 1 dirt from the inventory and dropping 1 grass block on the ground
ik the grass_block group is also what spawns it tho so im unsure
well nvm its spawn_grassblock
still unsure
oh my bad just change it
data and amount
although I always forget the order
For example when you refer to stone, andesite, and other stone type blocks, they have the same id minecraft:stone, they only vary in the data
for example when you say give @s light_block, the light_block has 16 lighting levels, and you can get any of these 16 levels by changing the data
oh okay
thats pretty neat
its 4 am now so i gotta head to bed but thanks for the help ill do some more tomorow
the dirt-> grass worked btw
Although I don't remember if it was data/amount or amount/data I always forget
it was data amount
👍
do you happen to know how to add equiped armor to an entity using the loot_table? i saw here that it can be done but theres nothing helpful about the loo ttable file in documentation
Random Help questions
"minecraft:equipment": {
"table": "loot_tables/entities/pillager_captain_equipment.json",
"slot_drop_chance": [
{
"slot": "slot.armor.chest",
"drop_chance": 1.0
}
]
}
thats the example they give
not sure how you do that all i do is use refrence documentaiton
thanks though i looked up more and am messin with it but i cant seem to figure out drop chances, my item dirt wand refuses to drop even tho ive set it up the same as my other entities
That looks good
it drops, but i was wondering if theres a way to specify the chance it drops?
i assumed it would be weight but having that as 100 still doesnt drop each time , and 50 doesnt drop half the time
If you only have one item it should drop no matter how much weight it has.
Ah, I understand now. In that case, you can leave an empty space with a weight of 90 and the wand with a weight of 10, for example.
ah so it would be a 90 weight that the empty drops and 10 that the wand drops
thats smart
{
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "stick",
"weight": 10
},
{
"weight": 90
}
]
}
]
}
If that doesn't work you could try this
{
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "item",
"name": "stick",
"weight": 10
},
{
"type": "item",
"name": "air",
"weight": 90
}
]
}
]
}
Yes I guess that works too
It is an accepted option although I think I never used it but it should serve for these cases
i dont th8ink its affecting the drop rates for the better but its worth a few tests
in my equipment file is there a way to guarentee they spawn btw?
i thought they were already guarenteed to but occasionally they dont
show me
Watch Untitled and millions of other Minecraft videos on Medal, the largest Game Clip Platform.
i changed the random dificulty chance but those are unimportant atm
probably gunna remove those random difficulty conditions aswell since i dont think ima be using that for anything
That is random equipment generation, do you need your entity to always have diamond equipment?
im just wanting to learn how to do it for when i need to
but yes thats what i would need
and ah i didnt know that was random gen
i thought it was random enchant but didnt know gen too
It is made to be random, although it is unnecessary if you want it to be equipped in full diamond 100% of the time.
This would be the simple way
yup that defently is
was i right about this btw?
I don't understand your theory
in the old file each armor piece had its own "pools": but in the always spawning one its all in one pool
I see, I don't understand how pools inside other pools work, for some reason it works but it doesn't make much sense to me, and the documentation doesn't say anything about pools inside other pools.
hm okay def intresting
ive been messing with the lootx drops and the dirt wand drop chance went up a good bit but it only ever spawns those when i have another item with a chance to spawn aswell
{
"pools": [
{
"rolls": 1,
"entries": [
{
"weight": 100,
"type": "item",
"name": "ricky:dirt_wand",
"functions": [
{
"function": "set_count",
"count": {
"min": 1,
"max": 1
}
},
{
"function": "specific_enchants",
"enchants":[
{
"id": "sharpness",
"level": 1
},
{
"id": "efficiency",
"level": 2
}
]
}
]
},
{
"weight": 100,
"type":"item",
"name": "minecraft:dirt",
"functions": [{
"function": "set_count",
"count":{
"min":1,
"max":5
}
}]
}
]
}
]
}
do you see anythjing that could be an issue? i get no errors just no dirt either
oh?
is it the 100 100 weight or did i put it in the wrong spot
seems to only work with the wand i changed the weight
mmm no, the weight is related to the weight of the other, if you put 1-1 2-2 100-100 it means that they have equal chances of appearing, that is, 50/50
is there a way to fix that in the lootx to have guarenteed drops?