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Nasch

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Everything posted by Nasch

  1. Just to add on this - if I wanted to add a cooldown to the enemy spawning (since I'm doing the enemy spawning based on an enchantment being on an armor piece) - would it be best to do through NBT on the armor piece for a cooldown?
  2. Appreciated, got it working. Just realized I need to filter out the big bosses now as I didn't consider it until the Ender Dragon was spawned, but that is simply just doing another filter over the list.
  3. Hmm, any chance you can provide or are aware of an example for how this works?
  4. Hmm, I see. I've been searching for the spawning the method to spawn an Entity in the overworld too, but I'm not sure how to find that if someone could point me in the right direction?
  5. I was wondering what was the best way to go about making a list of just the monster entities? Essentially, I want to randomly spawn a monster type enemy from a list. After looking through, I saw that monsters had an EntityClassification, but wasn't sure if I could use that to compile a list of just monsters.
  6. Appreciate all of the help, got what I needed working.
  7. Ok, so I did find this method called getNearbyEntities and started playing around with it, but I'm having trouble figuring out what to put in the place of some of these parameters getNearbyEntities(Class<? extends T> p_217374_1_, EntityPredicate p_217374_2_, LivingEntity p_217374_3_, AxisAlignedBB p_217374_4_) I had already gotten that AxisAlignedBB is just the bounding box aka the radius to check and I just assume EntityPredicate could just be the default, but the other two I'm unsure about if anyone could explain?
  8. Hmm, I'm guessing getEntitiesWithinAABB doesn't exist in the 1.16 version because I can't seem to find the method?
  9. I was wondering how I could check for a radius around the player, so that I can sort any living entities into a list? The concept is I want any living entities that come in a specific radius of the player to be set on fire.
  10. Greatly appreciated. Thanks for the help.
  11. Oh, I got ya. I guess I was just overthinking how to do things. Thanks. So, in general, I just need to make a new class that holds the functionality I want for the enchantment and register the event?
  12. Greatly appreciated. Just wondering how I would establish the connection between the existing enchantment and the mechanics I want to add though.
  13. Thanks for the response. The idea was to make it so an armor piece with the curse of binding enchantment would automatically equip to the player if it is in your inventory.
  14. I was wondering how I would go about adding mechanics to a currently existing enchantment. I am trying to add functionality to the curse of binding in this case, so I figure I would have to make a class that extends from this enchantment right?
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