Disguise <Inherit> tag must be capitalized authored by Brickgard's avatar Brickgard
......@@ -14,7 +14,7 @@ Using the below mob as a base, we can make a simple NPC that just stands still.
NPC_Steve:
Type: INTERACTION
Display: 'Steve the Guide'
Disguise: Player <inherit> setSkin Steve setDynamicName true
Disguise: Player <Inherit> setSkin Steve setDynamicName true
Options:
AlwaysShowName: true
Despawn: persistent
......@@ -23,7 +23,7 @@ NPC_Steve:
- `NPC_Steve` This is what you'll use to spawn your NPC. /mm m spawn NPC_Steve
- `Type: INTERACTION` You can use whatever you like but we'll be using an interaction entity since it has no AI, no sound etc.
- `Display: 'Steve the Guide'` This is what will appear above your NPC's head.
- `Disguise: Player <inherit> setSkin Steve setDynamicName true` This is what makes our NPC look like a player. You can replace "Steve" with whatever player's skin you'd like to use. You must keep the setDynamicName as true so the NPC can use the Display setting. The `<inherit>` name placeholder sets the NPC to show its `Display:` name. For more information about using custom skins [read here](/Mobs/Disguises).
- `Disguise: Player <Inherit> setSkin Steve setDynamicName true` This is what makes our NPC look like a player. You can replace "Steve" with whatever player's skin you'd like to use. You must keep the setDynamicName as true so the NPC can use the Display setting. The `<Inherit>` (case-sensitive) placeholder sets the NPC to show its `Display:` name. For more information about using custom skins [read here](/Mobs/Disguises).
- `AlwaysShowName: true` This makes the nameplate show above your NPC.
- `Despawn: persistent` This will keep your NPC spawned on reloads, restarts and chunk unloads.
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