Custom heads no longer work?

Discussion in 'Support' started by Darkitect, Oct 6, 2018.

  1. Darkitect

    Darkitect Member
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    This worked on 1.12, what happened and how do I fix it?

    Code:
    UndeadPirate:
      Type: SKELETON
      Display: '&fUndead Pirate'
      Health: 40
      Damage: 8
      Options:
        AttackSpeed: 5
        MovementSpeed: 0.2
        Despawn: true
        PreventRandomEquipment: true
        PreventItemPickup: true
      Equipment:
      - blaze_rod:0
      - air:3
      - leather_leggings:2
      - leather_boots:1
      - air:5
      Skills:
      - equip{item=PirateHead:4} @self ~onSpawn
    Code:
    PirateHead:
      Id: player_head
      Data: 3
      Options:
        SkinTexture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZjExNjFjY2Q1ZDM0MWM1MjdjZTZkYzc4YWU0ZjFmZTcxM2I4N2Y0Y2RlN2QzMWU4NjQxNGI5MWU0ZmI4ZDQifX19
     
    #1
  2. Omanoctoa

    Omanoctoa Active Member
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    The Id player_head actually worked? To my knowledge the ID has always been 'skull', try that instead.
     
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  3. Darkitect

    Darkitect Member
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    I changed the ID for 1.13, it was just the old numerical, but now skulls and player heads are different. I'll try it, but I have my doubts.

    Edit: Solution did not fix the problem.
     
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  4. Omanoctoa

    Omanoctoa Active Member
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    That's really weird. I'm thinking this is a bug because it should work. Curious though, why not just apply the PirateHead in the default Equipment: tag?
     
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  5. Darkitect

    Darkitect Member
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    I finally fixed it by removing the Data option and adding a short delay to the equip command. Looks like it doesn't want to equip something immediately on spawn. It still almost feels like simply a workaround though.
     
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  6. Omanoctoa

    Omanoctoa Active Member
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    Hmm wish I'd thought of that a while ago. I had the same problem some time ago and found my own way around it.
     
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