Arqade Asked by Egor Hans on July 21, 2021
Title contains the core of it. The way I imagine it to work is:
While at it, several other enchantment patches (such as Smite and Bane of the Anthropods being compatible with and applied instead of lower-level Sharpness, and/or a similar approach for the Protection enchantments) would be appreciated, Riptide/Channeling/Loyalty is the top priority business for me though.
Whether through commands or a mod, I’ll settle for any way if I have to. I’m no fan of inventing the wheel though.
I've developed a data pack that allows Riptide, Channeling, and Loyalty to be combined together. Anvils will work to combine Riptide but only when you are not in rain and Riptide is applied first; enchantment tables won't apply them together though.
The data pack is downloadable here.
summon armor_stand ~ ~ ~ {Invulnerable:1b,Invisible:1b,Fire:32766s,CustomName:'"rain"'}
execute as @e[limit=1,name=rain,nbt={Fire:0s}] at @s run scoreboard players set $rain trident_inRain 3
execute as @e[limit=1,name=rain,nbt={Fire:0s}] at @s run data modify entity @s Fire set value 30000
execute as @e[name=rain] if score $rain trident_inRain matches 1.. run scoreboard players remove $rain trident_inRain 1
fill 0 2 0 0 255 0 minecraft:air
execute as @a at @s if blocks ~ ~1 ~ ~ 255 ~ 0 2 0 all run ...
CanPlaceOn
/CanDestroy
data on items through the item's lore, and modified it to display fake enchantments instead. When a user is not in the rain, the Riptide enchantment is removed from the enchantments list and a fake Riptide enchantment is added via the lore.loot replace entity @p hotbar.0 1 mine 0 0 0 stick{drop_contents:1b}
If you experience any problems with this data pack, please create an issue on GitHub instead of commenting below!
Correct answer by ExpertCoder14 on July 21, 2021
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