wand "wearable" parameter not working as intended?
NightScythe1 opened this issue ยท 0 comments
I believe the "wearable" configuration for wands is only working partially as intended. As I mentioned in an old resolved issue/suggestion (#714) I'm using non-helmet armour pieces as helmets with CustomModelData, as they can take durability unlike non-armour items. I'm also now trying to create a wand made of a leather leggings. so that it can visually be dyed. However, I can't seem to prevent it being equippable as it normal armour. As mentioned in #714 it was possible to use the "wearable" parameter to set which slots a wand can/can't go into. This still works generally, but if the slot/slots determined in "wearable" are already filled, the wand defaults to normal behaviour. For example, a chestplate with wearable: helmet
correctly only equips to the helmet slot, but if the helmet slot is already filled, it will go back into its default chestplate slot when a player tries to equip it.
(I also haven't been able to figure out how to disallow equipping altogether, other than setting the "wearable" parameter to every value 0 to 35, as these are all the inventory slots so it always has a spot to jump into when trying to 'equip' it. When setting this to just 0 for example, its 'equip' action puts it in the first hotbar slot, but if that is filled it will just go into the chestplate slot.)