Feroov Posted December 14, 2021 Posted December 14, 2021 I found one method on Entity class called isInvulnerable, I used it but it doesn't work any tips Quote
Feroov Posted December 14, 2021 Author Posted December 14, 2021 public class Electricity extends Zombie implements IAnimatable { public static final EntityDataAccessor<Integer> STATE = SynchedEntityData.defineId(Electricity.class, EntityDataSerializers.INT); private boolean invulnerable; private int lifeTicks = 42; private final AnimationFactory factory = new AnimationFactory(this); private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event) { event.getController().setAnimation(new AnimationBuilder().addAnimation("lightning", true)); return PlayState.CONTINUE; } @Override public void registerControllers(AnimationData data) { data.addAnimationController(new AnimationController<Electricity> (this, "controller", 0, this::predicate)); } @Override public AnimationFactory getFactory() { return this.factory; } public Electricity(EntityType<? extends Zombie> p_i48549_1_, Level p_i48549_2_) { super(p_i48549_1_, p_i48549_2_); } public static AttributeSupplier.Builder createAttributes() { return Mob.createMobAttributes() .add(Attributes.MAX_HEALTH, 1000.0D) .add(Attributes.MOVEMENT_SPEED, 0.0D) .add(Attributes.ATTACK_DAMAGE, 25.0D) .add(Attributes.FOLLOW_RANGE, 45.0D) .add(Attributes.SPAWN_REINFORCEMENTS_CHANCE); } @Override public boolean doHurtTarget(Entity entityIn) { if (!super.doHurtTarget(entityIn)) { return false; } else { if (entityIn instanceof LivingEntity) { ((LivingEntity)entityIn).addEffect(new MobEffectInstance(MobEffects.CONFUSION, 140)); } return true; } } @Override protected void defineSynchedData() { super.defineSynchedData(); this.entityData.define(STATE, 0); } @Override protected void registerGoals() { super.registerGoals(); this.targetSelector.addGoal(2, new NearestAttackableTargetGoal<>(this, Player.class, true)); this.targetSelector.addGoal(3, new NearestAttackableTargetGoal<>(this, Monster.class, false)); this.targetSelector.addGoal(3, new NearestAttackableTargetGoal<>(this, FlyingMob.class, false)); this.targetSelector.addGoal(3, new NearestAttackableTargetGoal<>(this, Animal.class, false)); } public boolean isInvulnerableTo(DamageSource p_20122_) { return this.isRemoved() || this.invulnerable && p_20122_ != DamageSource.OUT_OF_WORLD && !p_20122_.isCreativePlayer(); } public boolean isInvulnerable() { return this.invulnerable; } public void setInvulnerable(boolean p_20332_) { this.invulnerable = p_20332_; } @Nullable @Override protected SoundEvent getHurtSound(@Nonnull DamageSource damageSourceIn) { this.playSound(SoundEvents.GHAST_HURT, 0.0F, 0.0F); return null; } @Nullable @Override protected SoundEvent getDeathSound() { this.playSound(SoundEvents.LIGHTNING_BOLT_IMPACT, 7.0F, 1.0F); this.playSound(SoundEvents.LIGHTNING_BOLT_IMPACT, 7.0F, 1.0F); this.playSound(SoundEvents.LIGHTNING_BOLT_IMPACT, 7.0F, 1.0F); this.playSound(SoundEvents.LIGHTNING_BOLT_IMPACT, 7.0F, 1.0F); return null; } @Nullable @Override protected SoundEvent getAmbientSound() { this.playSound(SoundEvents.LIGHTNING_BOLT_THUNDER, 7.0F, 1.0F); this.playSound(SoundEvents.LIGHTNING_BOLT_THUNDER, 7.0F, 1.0F); this.playSound(SoundEvents.LIGHTNING_BOLT_THUNDER, 7.0F, 1.0F); this.playSound(SoundEvents.LIGHTNING_BOLT_THUNDER, 7.0F, 1.0F); this.playSound(SoundEvents.LIGHTNING_BOLT_THUNDER, 7.0F, 1.0F); return null; } public void tick() { super.tick(); if (--this.lifeTicks < 0) { this.remove(RemovalReason.DISCARDED); } } @Override public boolean isBaby() { return false; } @Override public boolean isPushable() { return false; } @Override protected void pushEntities() { } } There it is Quote
Feroov Posted December 14, 2021 Author Posted December 14, 2021 5 minutes ago, diesieben07 said: This is not how you use these methods. Do not play sounds in these methods. Why did you copy-paste this from the Entity class? Doing this makes zero sense and achieves nothing. If you want your entity to actually be invulnerable, you need to either call setInvulnerable(true) from the constructor or override isInvulnerable and isInvulnerableTo to always return true. The difference is that the first options allows users to still override it using e.g. the data command. Oh my goodness I actually forgot I could do that I apologize but thank you again! Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.