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Modder Support

This is the support section for those modding with Forge. Help with modding goes in here, however, please keep in mind that this is not a Java school. You are expected to have basic knowledge of Java before posting here.


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  1. ForgeGradle

    Help and support for the new ForgeGradle system of building mods.

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42700 topics in this forum

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  1. [1.16.5]Help with capabilities

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  • Posts

    • Hi i have a problem since 1.17.1 is "new" i'm not able to find the class net.minecraft.potion.Effect. And if i can't extend that class then i can't make my potion effect. So does anyone know where that class is ? and do you guys have a tutorial on how to make a potion effect in 1.16.5 or 1.17.1 because i can't find any tutorial about it. Thank you for helping!!!
    • Why the fak are you to-stringing that? if(source instanceof ImpactDamage) works just fine. You could also create single static instances of your new damage type and use things like ModDamageTypes.SLASHING and the == operator, like vanilla does. Your damage type instances have NO custom data in them at all, so you should just do that (yes I realize my own, very old, code is not following that). This is not how localization works. ItemStacks are never null. The player could be, though. Use ifPresent() instead. You should use the logger Forge provides you instead.
    • When an entity is attacked it has a few ticks of damage resistance during which time no further damage can be applied. You have to set Entity#invulnerableTime to 0 after applying the damage if you want further damage to apply on the same tick.
    • Thanks for the advice, I'm now able to get the events working to a degree. The issue I'm having now is this: I have a capability for both damage type and damage resistance. There are 3 new damage types that each have a corresponding resistance. Damage type capabilities are attached to weapons, while resistance capabilities are applied to entities. I use the following methods to apply extra damage types as well as calculate resistances. The problem is that when attacking an entity, only 1 instance of the new damage types is applied. As for the debugging messages, the 3 sendMessages are being sent in the extraDamage method. In the damageResistance method, only 1 System.out.println statement is being sent. Is there something to do with the way LivingHurtEvent works that only allowed 1 to be applied? package com.cwjn.hardstuckintegration.Events; import com.cwjn.hardstuckintegration.Capabilities.DamageTypes.CapabilityDamageTypes; import com.cwjn.hardstuckintegration.Capabilities.DamageTypes.IDamageTypes; import com.cwjn.hardstuckintegration.Capabilities.Resistances.CapabilityDamageResistance; import com.cwjn.hardstuckintegration.Capabilities.Resistances.IDamageResistance; import com.cwjn.hardstuckintegration.DamageTypes.ImpactDamage; import com.cwjn.hardstuckintegration.DamageTypes.NewType; import com.cwjn.hardstuckintegration.DamageTypes.PunctureDamage; import com.cwjn.hardstuckintegration.DamageTypes.SlashDamage; import com.cwjn.hardstuckintegration.HardstuckIntegration; import net.minecraft.entity.Entity; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.item.ItemStack; import net.minecraft.util.DamageSource; import net.minecraft.util.Hand; import net.minecraft.util.text.TranslationTextComponent; import net.minecraftforge.event.entity.living.LivingHurtEvent; import net.minecraftforge.event.entity.player.AttackEntityEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; @Mod.EventBusSubscriber(modid = HardstuckIntegration.modID) public class DamageEvents { @SubscribeEvent public static void extraDamage(AttackEntityEvent event) { PlayerEntity player = event.getPlayer(); //player that is attacking Entity target = event.getTarget(); //target being attacked ItemStack item = player.getItemInHand(Hand.MAIN_HAND); //item used to attack if (item != null) { IDamageTypes damage = item.getCapability(CapabilityDamageTypes.DAMAGE_TYPES_CAPABILITY).orElse(null); //get the extra damage types if (damage != null) { float impactDamage = damage.getImpactDamage(); float slashDamage = damage.getSlashDamage(); //store the extra damage types float punctureDamage = damage.getPunctureDamage(); if (impactDamage > 0) { player.sendMessage(new TranslationTextComponent("TARGET ENTITY DEALT: " + impactDamage + " POINTS OF IMPACT DAMAGE"), player.getUUID()); target.hurt(new ImpactDamage(), impactDamage); //if the item has extra impact damage, hurt the target with an instance of impact damage } if (slashDamage > 0) { player.sendMessage(new TranslationTextComponent("TARGET ENTITY DEALT: " + slashDamage + " POINTS OF SLASH DAMAGE"), player.getUUID()); target.hurt(new SlashDamage(), slashDamage); //if the item has extra slash damage, hurt the target with an instance of slash damage } if (punctureDamage > 0) { player.sendMessage(new TranslationTextComponent("TARGET ENTITY DEALT: " + punctureDamage + " POINTS OF PUNCTURE DAMAGE"), player.getUUID()); target.hurt(new PunctureDamage(), punctureDamage); //if the item has extra puncture damage, hurt the target with an instance of puncture damage } } } } @SubscribeEvent public static void damageResistance(LivingHurtEvent event) { DamageSource source = event.getSource(); //source of damage if (source instanceof NewType) { //check if the source is a subclass of the new damage types added with this mod float amount = event.getAmount(); //get initial amount of new damage, before resistances LivingEntity target = event.getEntityLiving(); //target of damage float newDamage = amount; //variable to hold post-resistance calculation damage IDamageResistance res = target.getCapability(CapabilityDamageResistance.DAMAGE_RESISTANCE_CAPABILITY).orElse(null); //get target's resistances if (res != null) { float impactRes = res.getImpactResistance(); float slashRes = res.getSlashResistance(); //store the resistances float punctureRes = res.getPunctureResistance(); switch (((NewType) source).getSourceAsString()) { //get the the source of damage as a string case "slash": if (slashRes > 0) newDamage = (amount * (100 / (100 + slashRes))); //if the target has resistances, apply math to reduce damage. else if (slashRes < 0) newDamage = (amount * (2 - (100 / (100 - slashRes)))); //if the target has negative resistances, apply math to boost damage. else newDamage = amount; //if the target has no resistances, apply initial damage unchanged System.out.println("TARGET ENTITY TOOK: " + newDamage + " SLASH DAMAGE"); //used for debugging break; case "puncture": //same as case slash, but for puncture damage if (punctureRes > 0) newDamage = (amount * (100 / (100 + punctureRes))); else if (punctureRes < 0) newDamage = (amount * (2 - (100 / (100 - punctureRes)))); else newDamage = amount; System.out.println("TARGET ENTITY TOOK: " + newDamage + " PUNCTURE DAMAGE"); break; case "impact": //same as case slash, but for impact damage if (impactRes > 0) newDamage = (amount * (100 / (100 + impactRes))); else if (impactRes < 0) newDamage = (amount * (2 - (100 / (100 - impactRes)))); else newDamage = amount; System.out.println("TARGET ENTITY TOOK: " + newDamage + " IMPACT DAMAGE"); break; } } event.setAmount(newDamage); //apply post-resistance calculation damage to the event } } }  
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