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Bug
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Resolution: Invalid
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None
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1.21
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None
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Unconfirmed
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(Unassigned)
Entities with a bow (skeleton, booged, stray) cannot shoot if they are updated with a command each before they finish charging their shot.
Reproduce:
- Put a repeating command_block with the command:
data modify entity @n[type=skeleton] CustomNameVisible set value 1
- Summon a skeleton
- See that he doesn't charge the bow
Tested:
- The entities equipped with crossbow are not affected
- If you use an impulse command block with a redstone loop you can see that the skeleton starts charging and gets interrupted
- The data modified can be anything even not existing data (like `foo`)
- The behavior is the same if we uses execute store instead of data modify: (with some:storage = {value:1b})
execute as @e[type=skeleton] store result entity @s foo int 1 run data get storage some:storage value