[Feature Request] Possibility to pass NBT Data to custom NPC Model (e.g Cobblemon)
LiquidSlicy opened this issue ยท 3 comments
Hi, I was attempting to set an NPC to have the custom model of a specific cobblemon, but given that cobblemon are first assigned with "cobblemon:pokemon" and then have the specific type of pokemon selected through NBT data, I've been unable to create an NPC with the specific model. (@e[type=cobblemon:pokemon,nbt={Pokemon:{Species:"cobblemon:froslass"}}] would be an example of specifying a cobblemon) It would be great to have the capability to select NPC models that are either specific cobblemon, or simply ones that have a specific NBT variation. (This way glowing, on fire, etc mobs would be available.)
It's already possible to overwrite the model of an NPC for e.g.:
/easy_npc render set entity 05b51aef-3c55-4a85-bddc-c9c371468985 "cobblemon:pokemon"
See: https://github.com/MarkusBordihn/BOs-Easy-NPC/wiki/CustomModels
However by using custom models animation are not always working and so this is more a statue and could not be freely moved like other NPCs models.
Hi, how are you selecting a specific cobblemon? Whenever I use the command, it only generates a random cobblemon and I don't seem to be able to select a specific one and I also cannot determine why the command is generating one cobblemon instead of another.
Additionally, when tested on a server, the models appear to be different pokemon depending on the viewing. For example, when I render one pokemon, it appears to me as kangaskhan, but to my friend it appears to be minum.
Thanks in advance.
I tested this by adjusting the entities within the world files.
Which I understand is not really feasible for most use case., but shows that basically it should work. :(
I will check if I could easily pass the NBT data from the NPC to the custom model without any side effects, which should allow to select specific creatures more easily.
However if this is not working then it would be more a feature request for the Cobblemon mod authors to provide specific entity types instead of using a single entity type for all creatures instead.