ResistorCat / cobblemon-loot-balls

A cobblemon side-mod that adds the pokéballs with loot from the original games to cobblemon for mapmakers.
MIT License
3 stars 2 forks source link

[SUGGESTION] Explain how to make lootballs infinite #11

Open tonycelestial opened 2 months ago

tonycelestial commented 2 months ago

I'm working on an adventure map with my friends and we've been using lootballs to add in secrets. They look amazing and would be perfect, but I'm not super familiar with coding and am unsure how to make them infinite. I've tried adding it into the config files by adding a line saying "doInfinite": true to no avail, and have no clue how to make sense of an NBT or boolean byte.

I really like this mod and don't want it to seem like I'm bashing it. I just think a little explanation/example for those who aren't familiar with this stuff would be super helpful!

Also, if there is a way to make lootballs have a one time claim limit, that would be amazing. If not, no worries. Thank you!! :)

ResistorCat commented 2 months ago

Hi! It is indeed possible to do this by modifying the NBT data of each specific lootball block. I haven't had time to update the mod documentation to explain how to do this kind of thing. I will see if it is possible to make an explanatory video of the mod to share and address the details in a simple way for those who are not familiar with commands. Thanks for your suggestion!

Dark-Sanity commented 1 month ago

Is there any update on this? Is there not a way you can just add a config option to allow the loot balls to be infinite? You're already pretty close with the config allowing us to choose the amount of uses, we just need to be able to set those amounts to a number like I believe negative one which will make it infinite.....

ResistorCat commented 1 month ago

[Updated comment with command example to modify nbt]

Hi! Sorry for the delay. It's been a busy week. The video is like ~50% done. Also, there are 2 ways to make them infinite:

Note that any of these options still limits a lootball claim per player (this is by design to prevent abusing infinite lootball looting).

Use Cases: