console.info("[SOCIETY] animalName.js loaded"); // This is done seperately and not in animalBase.js because of scheduling ItemEvents.entityInteracted((e) => { const { hand, player, item, target, level, server } = e; if (hand == "OFF_HAND") return; if (!global.checkEntityTag(target, "society:husbandry_animal") && !global.checkEntityTag(target, "society:pet_animal")) return; if (hand == "MAIN_HAND") { const data = target.persistentData; if (item === "minecraft:name_tag" && item.nbt?.display && !target.customName) { data.affection = (data.affection || 0) + (player.stages.has("no_name_for_the_sheep") ? 200 : 100); server.runCommandSilent( `playsound minecraft:entity.allay.item_given block @a ${player.x} ${player.y} ${player.z}` ); level.spawnParticles( "minecraft:heart", true, target.x, target.y + 1.5, target.z, 0.2 * rnd(0, 3), 0.2 * rnd(0, 3), 0.2 * rnd(0, 3), 10, 0.01 ); } } });