(4.1.0 - 4.21.1) 1.1.0 (4.0.0 - 4.21.1) 1.0.2 (4.0.0 - 4.21.1) 1.0.1 (4.0.0 - 4.21.1) 1.0.0
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Read more on poggitCSkull is a plugin for the Minecraft: Bedrock Edition server software PocketMine-MP which aims to implement vanilla-like player skulls, the way they exist in Minecraft: Java Edition.
language.ini file in the plugin_data folder of this plugin. | Command | Description | Permission | Aliases |
|---|---|---|---|
| /showskulls <true / false> | Decide whether skull entities should be shown to you. | cskull.command.showskulls | /showheads |
| /skull <player> | Give yourself the skull of a player. | cskull.command.skull | /head, /playerhead |
| Permission | Description | Default |
|---|---|---|
| cskull.command.showskulls | This permission is required to execute the /showskulls command. | true |
| cskull.command.skull | This permission is required to execute the /skull command. | true |
| cskull.cooldown.2592000 | Set the cooldown on the /skull command to one month for a player with this permission. (30d = 2592000s) | false |
| cskull.cooldown.604800 | Set the cooldown on the /skull command to one week for a player with this permission. (7d = 604800s) | false |
| cskull.cooldown.86400 | Set the cooldown on the /skull command to one day for a player with this permission. (24h = 86400s) | true |
| cskull.cooldown.N | You can also specify your custom cooldown with this permission. (N is a natural number (a non-fractional number with a positive sign)) | --- |
| cskull.cooldown.none | Disable the cooldown on the /skull command for a player with this permission. | op |
Customizations can be done in the config.yml in the plugin's plugin_data folder:
skullEntity.spawn.delay: 1 skullEntity.spawn.maxPerTick: 2 skullEntity.spawn.delay is set to 0, this configuration will be ignored.database ExperienceOrb class to implement our own entity search in the ExperienceOrb::entityBaseTick() method or let the SkullEntity class extend the Entity instead of the Human class and implement the skin handling, etc. ourselves. Both solutions are kind of complicated and in my eyes not worth the effort at the moment, just for them to get ruled out by a far easier way when the issue is resolved. public function initEntity(CompoundTag $nbt) : void {
parent::initEntity($nbt);
// Disables that experience orbs are attracted to skull entities.
$this->xpManager->setCanAttractXpOrbs(false);
}