#How do i test for a hit
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Do you have a way of detecting the hit currently?
no
Do you want to use a custom enchantment, or would you prefer not to?
It's not necessarily a big difference in ease, just a question of if you want the item to be enchantable otherwise
An enchantment would be easier
Exactly what it sounds like, making a custom enchantment
You can make it unavailable in the enchanting table so that it's unique to this item
That's fine
You can use this generator
https://misode.github.io/enchantment/
The resulting JSON file will go in your data pack in <namespace>/enchantment, and then you can apply it to the item with an enchantment component.
i dont understand the generator though
Luckily that's what we're here for
You're going to make an enchantment that has a Post Attack effect, then does an Ignite effect for whatever duration you want. Make it work so that the Enchanted entity is the attacker, and the Affected entity is the victim. Finally, you'll add a Requirements object, which will let you set a Random chance condition, which you can set to a Float of 0.1, aka 10%
Good start, now hit that + button beside the post attack
and select what one
Refer back up here
there is no "ignite" option
Show your work
Don't know what you added the fishing time reduction for
lol i couldnt find ignite
But hit the + that is right next to the post attack
yeah
So what does that do?
Wow crazy
change affected to victim?
Yep
I explained that too
You don't need to do anything for that, by default enchantments are in enchanting tables, you have to intentionally add it
Yep
do i name it the blaze.json
If you like
but when i do this it doesnt work
/give @s minecraft:carrot_on_a_stick[minecraft:enchantments={levels:{"gemstone:blaze":1}}]
(gemstone is my namespace)
In what way doesn't it work?
Because that command is different than the one you typed up here
It's missing the level
/give @s minecraft:carrot_on_a_stick[minecraft:enchantments={levels:{"gemstone:blaze":1}}] what?