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yomy

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  1. addInformation does add tooltips, but I think that Multimap func_111205_h() is the one I was thinking of. If you're trying to override it and then get the multimap for your own purposes, super.func_111205_h() will give you what ItemSword is already adding, which you don't want. You'd have to look at the base Item class's implementation. You are right. Before, I tried overriding and setting custom value, but it didn't work because the first line is "Multimap multimap = super.func_111205_h();" Super (in this case) is not Item, but ItemSword, so the returned multimap already had the value set. I looked up the overridden Item method, ant it was simply returning "HashMultimap.create();". Finally, I changed the method to create a new Multimap, and now it's showing the info correctly. Thank you!
  2. if (Variables.status == 0){ FMLClientHandler.instance().getClient().fontRenderer.drawStringWithShadow("POTATO", 2, 2, 16777215); Variables.status = 1; } You are setting status to 1 after first display, so it does not pass the IF clause next time.
  3. I think ItemSword handles that. I recall running across it recently, but not recently enough to remember where I saw it. Only functions in ItemSword that mention damage (as far as I can see) are: public float func_82803_g() { return this.toolMaterial.getDamageVsEntity(); } and public Multimap func_111205_h() { Multimap multimap = super.func_111205_h(); multimap.put(SharedMonsterAttributes.field_111264_e.func_111108_a(), new AttributeModifier(field_111210_e, "Weapon modifier", (double)this.weaponDamage, 0)); return multimap; } I tried overriding both of them, but there appears to be no change of display value on hover... In Item class there is addInformation function that deals with adding info on hover, but that is not overriden anywhere in ItemSword. There must be a simple method I'm overlooking...
  4. Ok, everything regarding damage works fine now. Thank you! Now I have a problem of displaying a custom Attack Damage number on hover on item in inventory - I can't seem to find the function that returns this...
  5. So basically you say that I should make ToolMaterial default damage 0, and calculate all damage in hitEntity function? That way the Multimap function will deal no damage, and I would have control over entity in hitEntity... Thanks, i will try that...
  6. I'm trying to make a custom Sword that will deal damage to entities based on current sword item damage. Currently, I have a functioning sword that extends the ItemSword class, and uses a custom ToolMaterial. Damage vs entities is normally based on ToolMaterial the sword is made of, and I am able to change that, but I would like to reduce this damage dealt if the sword item itself is damaged (used). I see that there are functions "public float func_82803_g()" and "public Multimap func_111205_h()" in ItemSword and they both take weaponDamage into account, but those functions have no arguments, so there is no way to access itemStack from them in order to check how damaged the sword is. I also checked the hitEntity function, but it doesn't do anything except damage the sword and return boolean. Can someone help me with this?
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