Using the command /replaceitem on a skeleton produces an unwanted effect.
I'm using these commands on a clock.
/execute @p ~ ~ ~ execute @e[type=Skeleton,r=5] ~ ~ ~ replaceitem entity @e[type=Skeleton,r=1] slot.weapon iron_sword
/execute @p ~ ~ ~ execute @e[type=Skeleton,rm=5] ~ ~ ~ replaceitem entity @e[type=Skeleton,r=1] slot.weapon bow
When I get near the skelly, it switches the bow with a sword. That part is fine. But when I move away, it switches the sword for a bow (also fine) but what is the problem is that the skeleton never fires again after the new bow is in place.
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Apparently, skeletons cannot shoot their bows if the bow is constantly being replaced, because that is what your clock does. I can however not confirm that skeletons never shoot their bows, at least not when their bows are not getting replaced.
update The skeleton actually never fires when freshly summoned or naturally spawned in.