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Level 41
Master Dragon
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    dragonmaster
    08/27/2022 2:16 pm
    Level 41 : Master Dragon
    Default keybindings except that i open chat with Enter instead of T
    2
    dragonmaster
    05/13/2020 4:41 am
    Level 41 : Master Dragon
    I'd suggest moving the first predicate to right after the "crossbow_firework" one

    Also, assuming you fixed the missing comma after the first predicate (the custom_model_data: 1 one) make sure the problem isn't with the model itself. If a normal crossbow is a purple/black cube then the whole file probably has a syntax error. If it's just the custom_model_data one your custom model is either invalid or not at the path you specified.

    The output log is usually your friend (you can enable it in the settings of the Minecraft launcher)
    1
    dragonmaster
    10/20/2019 5:02 pm
    Level 41 : Master Dragon
    One thing that was changed or "fixed" in 1.15 is that you can no longer edit item data in the player's inventory directly. So datapacks who used that will not work in 1.15 for example.
    2
    dragonmaster
    10/18/2019 10:03 am
    Level 41 : Master Dragon
    history
    So far basically any update broke/changed at least one thing (be it item/block ids like "sign" to "oak_sign" etc. or command syntax/behavior changes)
    There is a reason why people write "this map only works in version X"




    One good example are maps that are in the Realms map library.

    Update break them in one way or another, and since Realms are always on the latest (non-snapshot etc.) version they remove those maps from the list of available maps (until they get updated by the creator(s))
    4
    dragonmaster
    10/16/2019 5:27 am
    Level 41 : Master Dragon
    history
    Looks good to me :thumb_up:
    2
    dragonmaster
    07/14/2019 9:35 am
    Level 41 : Master Dragon
    and to get the item back you do this in a loop:



    execute at @a[scores={shift=10..}] as @e[distance=..2,type=armor_stand] run function ...


    and in the function you do this:

    summon item ~ ~ ~ {Item:{id:"minecraft:stone"}}
    data modify entity @e[type=item,distance=..2,sort=nearest,limit=1] Item set from entity @s ArmorItems[3]
    kill @s
    1
    dragonmaster
    07/14/2019 9:14 am
    Level 41 : Master Dragon
    I just noticed I made the distance too short in my second command

    increase that to ..2 or ..3 and it should work
    1
    dragonmaster
    07/14/2019 9:35 am
    Level 41 : Master Dragon
    and to get the item back you do this in a loop:



    execute at @a[scores={shift=10..}] as @e[distance=..2,type=armor_stand] run function ...


    and in the function you do this:

    summon item ~ ~ ~ {Item:{id:"minecraft:stone"}}
    data modify entity @e[type=item,distance=..2,sort=nearest,limit=1] Item set from entity @s ArmorItems[3]
    kill @s
    1
    dragonmaster
    07/14/2019 8:27 am
    Level 41 : Master Dragon
    history
    If I didn't make a mistake this should work for all items (assuming they don't have a special display setting:



    you run a function in a loop from

    execute as @e[type=item,nbt={OnGround:1b,Thrower:{}}] at @s run function ...

    and in the function you do this:

    summon armor_stand ~ ~-1.6 ~-0.5 {ArmorItems:[{id:stone},{},{},{}],NoGravity:1,Pose:{Head:[90.0f,0.0f,0.0f]}}
    data modify entity @e[type=armor_stand,distance=..2,sort=nearest,limit=1] ArmorItems[3] set from entity @s Item
    kill @s




    (summons armorstand, copies item data to head slot, kills item)



    you should be able to do a similar thing to get the item back (summon dummy item, copy ArmorItems[3] data to Item data of the dummy item, kill armorstand)




    Edit: changed distance=..1 to distance=..2
    2
    dragonmaster
    07/13/2019 6:13 am
    Level 41 : Master Dragon
    Mcstacker is broken with most verisons
    Where else do you get that information besides by using it?
    1
    dragonmaster
    06/23/2019 4:32 am
    Level 41 : Master Dragon
    history
    Team Name: Don't have a dedicated team (just some friends I sometimes make maps with

    Position: Most of the time I'm responsible for the resourcepack (and map planning but also helping with building/commands if needed)

    Kinds of maps: Minigame maps.





    Latest maps:
    - Pumpkin Party (a halloween themed mingame collection)



    - The Naughty List (a christmas themed minigame collection)


    - Control, a hexagon based strategy game









    - Other maps can be found here: https://minecraft.gamepedia.com/realms
    (Just use Ctrl+F and search for dragonmaster95)







    Currently working on:

    Mario Party 1 recreation in Minecraft

    1
    dragonmaster
    06/23/2019 3:56 am
    Level 41 : Master Dragon
    Being able to see some screenshots of the map(s) would be nice
    1
    dragonmaster
    06/22/2019 7:07 am
    Level 41 : Master Dragon
    You can only remodel items/blocks in Java Edition without mods
    1
    dragonmaster
    06/22/2019 6:33 am
    Level 41 : Master Dragon
    It's relatively simple once you get the hang of it:



    -You have cuboids, which you can move, scale and rotate (in 22.5 increments and only on one axis)



    -You can give each side of the cuboid a specific part of a texture (UV)

    (In Blockbench you can even create your own textures if you don't want to use existing ones)

    Make sure that the texture are already in a valid resourcepack structure before you load them into Blockbench btw. (except when you create textures inside Blockbench, then just make sure to save them inside a valid resourcepack)



    -You can change the display settings (how it looks in the hand/head/ground/gui etc. in Blockbench by clicking on Display in the top right)

    -Once you finished everything just put the model and the textures in your resourcepack in the right folder with the right name and it should work ingame
    1
    dragonmaster
    06/22/2019 5:28 am
    Level 41 : Master Dragon
    Thx, I will try ^^
    1
    dragonmaster
    06/22/2019 5:27 am
    Level 41 : Master Dragon
    history
    As of 1.14 you can give items the "CustomModelData:X" tag (replace X with a number) and give it a different model depending on what value that tag has.

    For example this in models/item/iron_ingot.json :

    {
      "parent": "item/generated",
      "textures": {
        "layer0": "item/iron_ingot"
      },
      "overrides": [
        { "predicate": {"custom_model_data": 1}, "model": "custom/bronze_ingot"},
        { "predicate": {"custom_model_data": 2}, "model": "custom/obsidian_ingot"}
      ]
    }

    would make an iron_ingot look normal, give it the bronze_ingot model when it has CustomModelData:1 and give it the obsidian_ingot model once it has a CustomModelData value of 2 or higher.
    (filepaths and model names are just examples btw.)


    the command to give yourself the item would be

    /give @s iron_ingot{CustomModelData:1} btw.
    2
    dragonmaster
    06/22/2019 5:18 am
    Level 41 : Master Dragon
    history
    Yeah, what @lolw0tm8 said

    Get yourself a program such as Blockbench and make a new model for items ^^



    The only thing the code you showed does is:

    -Use the block model for the item instead of a flat icon ("parent": "block/torch",)

    -rotate/scale/move the item model in your inventory/hand etc. (the "display:{...} part)
    2
    dragonmaster
    06/22/2019 2:42 am
    Level 41 : Master Dragon
    "bored" or "a board" ;P?



    And they all count as "boards" ^^ (no matter if they look like one or not)
    1
    dragonmaster
    06/21/2019 6:31 am
    Level 41 : Master Dragon
    Don't really have any indepth videos about that unfortunately (just some of the stuff I made during Twitch streams as videos).



    I can try to explain how I did certain parts though if you have a question to a specific thing.
    1

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