#custom elytra
1 messages · Page 1 of 1 (latest)
<@&1201956957406109788>
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this is my advancement file which looks fine to me
"criteria": {
"requirement": {
"trigger": "minecraft:location",
"conditions": {
"location": {
"feature": "endcity",
"dimension": "minecraft:the_end"
}
}
}
},
"rewards": {
"function": "random_elytra:check"
}
}```
so everytime someone is inside an end city you check for any elytras in item frames?
execute as @e[type=item_frame,tag=!random_elytra,nbt={Item:{id:"minecraft:elytra",Count:1b}},distance=..100] at @s run function random_elytra:set```
yes
tag @s add random_elytra```
the last two code blocks are my functions
my friend told me about the bug just now, but i'm honest, i made the datapack 2 years ago and had help by a friend, so i am not certain if i am missing something, because i am more of a texture guy lol
<@&935561184806060073> <@&1202694677766348840>
Please note that you still might not immediately get a response since all helpers are human beings and volunteers (and also might be sleeping right now)
Add a NBT tag to the item, eg {randomised:1b}, then check if it does not have that tag
And remove the entity tag, as it is not needed for this method
execute as @e[type=item_frame,tag=!random_elytra,nbt={Item:{id:"minecraft:elytra",Count:1b}},distance=..100] unless entity @s[nbt={Item:{tag:{randomised:1b}}}] at @s run function random_elytra:set```
Here’s the New function
~~Can use unless data … but on mobile rn so too hard~~
Before adding the lore in your loot table, add this to each of them
{
"function": "minecraft:set_nbt",
"tag": "{randomised:1b}"
}
thank you so much, will give it a try!
me when the elytra is custom