Jump to content

Recommended Posts

Posted

I was wondering if anyone knew the event that calls a swing that (possibly) does a certain amount of damage. I want it so when you right click with a weapon you swing. Also, I need some help ignoring armor with the swing. Thanks! Also, I have looked around a lot in EntityLivingBase, but I couldn't find the call for a swing. Also, when I search online I mostly get "I CAN SWING MY SWORD!" xP

Posted

I haven't actually tested it and am fairly new at modding, however I believe in order to deal damage you call the following:

 

EntityWeWantToDamage.damageEntity(DamageSource par1DamageSource, float par2);

 

Where EntityWeWantToDamage is replaced by whatever entity you're damaging, and par2 is the amount of damage dealt.

Posted

I haven't actually tested it and am fairly new at modding, however I believe in order to deal damage you call the following:

 

EntityWeWantToDamage.damageEntity(DamageSource par1DamageSource, float par2);

 

Where EntityWeWantToDamage is replaced by whatever entity you're damaging, and par2 is the amount of damage dealt.

 

Wait a minute, so um, what do I put in EntityWeWantToDamage? I add the par EntityLivingBase, but it gives me an error. And this is all supposed to go in  onRightClick(), right?

Posted

I'm a noob modder but I do at least know enough to create that piece of code.  Like Hydro said it would be good to investigate entity interact events.  I'm sorry I wish I could help you more, I'm just not an expert though.

Posted

Pretty sure I got the code right now, but I am having trouble registering it with Forge. Here is my attempt at registering:

 

MinecraftForge.EVENT_BUS.register(new ItemKatana.EntityInteractEvent());

 

And here is my ItemKatana class:

 

package NoctusRealm.Items;

import net.minecraft.client.Minecraft;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumToolMaterial;
import net.minecraft.item.ItemStack;
import net.minecraft.item.ItemSword;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraftforge.event.ForgeSubscribe;
import net.minecraftforge.event.entity.player.EntityInteractEvent;

public class ItemKatana extends ItemSword {

public ItemKatana(int id, EnumToolMaterial material) {

		super(id, material);
		setMaxStackSize(1);
		setCreativeTab(CreativeTabs.tabCombat);

}

@Override
public ItemStack onItemRightClick(ItemStack itemStack, World world, EntityPlayer player) {

	Minecraft.getMinecraft().thePlayer.swingItem();

	double calculatedX = 0.2 * (double) (-MathHelper.sin(player.rotationYaw/ 180.0F * (float) Math.PI)* MathHelper.cos(player.rotationPitch / 180.0F* (float) Math.PI) * 0.4f);
	double calculatedZ = 0.2 * (double) (MathHelper.cos(player.rotationYaw	/ 180.0F * (float) Math.PI)* MathHelper.cos(player.rotationPitch / 180.0F* (float) Math.PI) * 0.4f);

	player.motionX = calculatedX;
	player.motionZ = calculatedZ;
	player.motionY = 0.1;

	return itemStack;
}

@ForgeSubscribe
public void EntityInteractEvent(EntityInteractEvent event, Entity entity) {
	if(entity instanceof EntityLiving)
	{
		((EntityLiving)entity).attackEntityFrom(DamageSource.causePlayerDamage((EntityPlayer)entity), 1);
	}
}

}

 

Anyone know why I am getting this error? It is:

 

ItemKatana.EntityInteractEvent cannot be resolved to a type

Posted

I'm a noob modder but I do at least know enough to create that piece of code.  Like Hydro said it would be good to investigate entity interact events.  I'm sorry I wish I could help you more, I'm just not an expert though.

 

Oh, it's ok. I'm a huge noob too xD

Posted

About ignoring armour:

Create new DamageSources:

package xxx
import net.minecraft.util.DamageSource;
public class MyDamageSource extends DamageSource
{
public MyDamageSource(String par1Str)
{
	super(par1Str);
}
public static MyDamageSource ArmorPiercing = new MyDamageSource("MyMod.ArmorPiercing").setDamageBypassesArmor();
public static MyDamageSource Magic = new MyDamageSource("MyMod.Magic").setMagicDamage();

public MyDamageSource setDamageBypassesArmor()
{
	return (MyDamageSource) super.setDamageBypassesArmor();
}

public MyDamageSource setMagicDamage()
{
	return (MyDamageSource) super.setMagicDamage();
}
}

Here you got two lol (I just wrote it). You can also use EXISTING damage sources from net.minecraft.util.DamageSource;

 

Hope it will help :)

1.7.10 is no longer supported by forge, you are on your own.

Posted

About ignoring armour:

Create new DamageSources:

package xxx
import net.minecraft.util.DamageSource;
public class MyDamageSource extends DamageSource
{
public MyDamageSource(String par1Str)
{
	super(par1Str);
}
public static MyDamageSource ArmorPiercing = new MyDamageSource("MyMod.ArmorPiercing").setDamageBypassesArmor();
public static MyDamageSource Magic = new MyDamageSource("MyMod.Magic").setMagicDamage();

public MyDamageSource setDamageBypassesArmor()
{
	return (MyDamageSource) super.setDamageBypassesArmor();
}

public MyDamageSource setMagicDamage()
{
	return (MyDamageSource) super.setMagicDamage();
}
}

Here you got two lol (I just wrote it). You can also use EXISTING damage sources from net.minecraft.util.DamageSource;

 

Hope it will help :)

 

Thanks, but how/where do I apply this to my weapon? And for MyMod.xxx do I change MyMod to the package I am in?

Posted

Oh god... I don't have code but maybe my memory is good enough.

 

if(entity instanceof EntityPlayer)
     {
          entity.attackEntityFrom(MyDamageSource.MyDamage, damagevalue);
     }

Normally I would use it in hitEntity() (where you have attacker and target), but here you have only attacker, so this will be wrong (but you can always try implementing it).

In this case you have to replace your:

((EntityLiving)entity).attackEntityFrom(DamageSource.causePlayerDamage((EntityPlayer)entity), 1);

I really can't do anything now but this should work (i mean - try doing stuff with it).

 

 

1.7.10 is no longer supported by forge, you are on your own.

Posted

For giving damage, just do mc.thePlayer.attackEntity (I believe that's what it's called)

 

Thanks, but I get an error under

mc

 

and you fail to mention which error.

Although I'm guessing you are not only new to modding minecraft but also new to programming in general as well?

If you guys dont get it.. then well ya.. try harder...

Posted

Pretty sure I got the code right now, but I am having trouble registering it with Forge. Here is my attempt at registering:

 

MinecraftForge.EVENT_BUS.register(new ItemKatana.EntityInteractEvent());

You have to register the entire class, so it could be:

MinecraftForge.EVENT_BUS.register(new ItemKatana());

But you'd better create a new class containing all event you need, instead of putting into your item class.

public class MyEventHandler()
{
@ForgeSubscribe
*first event

@ForgeSuscribe
*second event

etc
}

then

MinecraftForge.EVENT_BUS.register(new MyEventHandler());

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • @Tsuk1 Also, new note, you can use blockbench to make the custom item model for when it is not on the head.   EDIT: Funny story, I am making a mod similar to yours! Mine is called NorseMC.
    • @Nood_dev Could you send a screenshot of your weapon code? Here is the one I made (for a dagger): The specific UUID does not matter, just that it is the same every time, which is why UUID#randomUUID does not work public class DaggerItem extends TieredItem implements Vanishable { protected static final double REACH_MODIFIER = -1.5D; protected final Multimap<Attribute, AttributeModifier> defaultModifiers; protected final UUID BASE_ATTACK_REACH_UUID = UUID.fromString("6fe75b5c-9d1b-4e83-9eea-a1d5a94e8dd5") public DaggerItem(Tier pTier, int pAttackDamageModifier, float pAttackSpeedModifier, Properties pProperties) { super(pTier, pAttackDamageModifier, pAttackSpeedModifier, pProperties); this.attackDamage = (float) pAttackDamageModifier + pTier.getAttackDamageBonus(); ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder(); builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", this.attackDamage, AttributeModifier.Operation.ADDITION)); builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", pAttackSpeedModifier, AttributeModifier.Operation.ADDITION)); // THE ONE YOU WANT: builder.put(ForgeMod.ENTITY_REACH.get(), new AttributeModifier(BASE_ATTACK_REACH_UUID, "Weapon modifier", REACH_MODIFIER, AttributeModifier.Operation.ADDITION)); this.defaultModifiers = builder.build(); } @Override public Multimap<Attribute, AttributeModifier> getDefaultAttributeModifiers(EquipmentSlot pEquipmentSlot) { return pEquipmentSlot == EquipmentSlot.MAINHAND ? this.defaultModifiers : super.getDefaultAttributeModifiers(pEquipmentSlot); } }
    • https://images.app.goo.gl/1PxFKdxByTgkxvSu6
    • That's what we'll try out. I could never figure out how to recreate the crash, so I'll just have to wait and see.
    • Ok, I updated to the latest version and now the models are visible, the problem now is that the glowing eyes are not rendered nor any texture I render there when using shaders, even using the default Minecraft eyes RenderType, I use entityTranslucent and entityCutout, but it still won't render. Something I noticed when using shaders is that a texture, instead of appearing at the world position, would appear somewhere on the screen, following a curved path, it was strange, I haven't been able to reproduce it again. I thought it could be that since I render the texture in the AFTER ENTITIES stage which is posted after the batches used for entity rendering are finished, maybe that was the reason why the render types were not being drawn correctly, so I tried injecting code before finishing the batches but it still didn't work, plus the model was invisible when using shaders, there was a bug where if I look at the model from above it is visible but if I look at it from below it is invisible. So in summary, models are now visible but glowing eyes and textures are not rendered, that hasn't changed.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.