Jump to content

How do I give a potion effect when wearing armor?


Nieue

Recommended Posts

I want to be able to give the player a potion effect when it is wearing armor.

Also, a bit more specific, when it is wearing a specific piece.

So for example, when the player wears a helmet it gives him 2 hearts of absorption. When he wears the chestplate it gives him the same, but when he wears both it gives him 4 hearts of absorption.

 

How would I go about doing this when I have this armor class:

 

package assets.caves_of_millarki.common;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityLivingBase;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.item.EnumArmorMaterial;

import net.minecraft.item.ItemArmor;

import net.minecraft.item.ItemStack;

import net.minecraft.util.DamageSource;

 

public class PureStoneArmor extends ItemArmor 

{

public PureStoneArmor(int i, EnumArmorMaterial enumarmormaterial, int j, int k)

{

super(i, enumarmormaterial, j, k);

}

@Override

public void registerIcons(IconRegister iconRegister)

{

if(itemID == Mainclass.PureStoneHelm.itemID)

{

itemIcon = iconRegister.registerIcon("caves_of_millarki:purestonehelm");

}

if(itemID == Mainclass.PureStoneChest.itemID)

{

itemIcon = iconRegister.registerIcon("caves_of_millarki:purestonechest");

}

if(itemID == Mainclass.PureStoneLegs.itemID)

{

itemIcon = iconRegister.registerIcon("caves_of_millarki:purestonelegs");

}

if(itemID == Mainclass.PureStoneBoots.itemID)

{

itemIcon = iconRegister.registerIcon("caves_of_millarki:purestoneboots");

}

}

 

 

 

@Override

public String getArmorTexture(ItemStack stack, Entity entity, int slot, int layer)

{

if(itemID == Mainclass.PureStoneHelm.itemID || itemID == Mainclass.PureStoneChest.itemID || itemID == Mainclass.PureStoneBoots.itemID)

{

return CommonProxy.PURESTONE_1;

}

if(itemID == Mainclass.PureStoneLegs.itemID)

{

return CommonProxy.PURESTONE_2;

}

else return null;

}

 

   

    public boolean getIsRepairable(ItemStack par1ItemStack, ItemStack par2ItemStack)

    {

        return Mainclass.PureGarnet.itemID == par2ItemStack.itemID ? true : super.getIsRepairable(par1ItemStack, par2ItemStack);

    }

 

 

}

 

 

 

 

Also, I created a custom crafting table, but the recipes don't work. In 1.5 they did, what am I doing wrong now?

 

Block:

 

package assets.caves_of_millarki.common;

 

import assets.caves_of_millarki.common.Mainclass;

import net.minecraft.block.Block;

import net.minecraft.block.material.Material;

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.util.Icon;

import net.minecraft.world.World;

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

public class BoneBench extends Block

{

 

@SideOnly(Side.CLIENT)

private Icon field_94385_a;

@SideOnly(Side.CLIENT)

private Icon field_94384_b;

 

public BoneBench(int par1)

{

        super(par1, Material.wood);

        //blockIndexInTexture = 59;

        this.setCreativeTab(Mainclass.MillarkiTab);

}

 

 

/**

        * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata

        */

@Override

public Icon getIcon(int par1, int par2)

{

if(par2 == 0)

par2 = 3;

        return par1 == 1 ? this.field_94385_a : (par1 == 0 ? Mainclass.BoneBlock.getBlockTextureFromSide(par1) : (par1 != 2 && par1 != 4 ? this.blockIcon : this.field_94384_b));

}

 

@SideOnly(Side.CLIENT)

 

/*** When this method is called, your block should register all the icons it needs with the given IconRegister. This

*is the only chance you get to register icons.

        */

@Override

public void registerIcons(IconRegister par1IconRegister)

{

    this.blockIcon = par1IconRegister.registerIcon("caves_of_millarki:bonebench_side");

    this.field_94385_a = par1IconRegister.registerIcon("caves_of_millarki:bonebench_top");

    this.field_94384_b = par1IconRegister.registerIcon("caves_of_millarki:bonebench_front");

}

 

public boolean onBlockActivated(World var1, int var2, int var3, int var4, EntityPlayer player, int var6, float var7, float var8, float var9)

{

        if (!player.isSneaking())

{

player.openGui(Mainclass.instance, 1, var1, var2, var3, var4);

return true;

}

else

{

return false;

}

 

}

 

}

 

Crafting Manager:

 

package assets.caves_of_millarki.common;

 

import java.util.ArrayList;

import java.util.Collections;

import java.util.HashMap;

import java.util.List;

 

import cpw.mods.fml.common.registry.GameRegistry;

import net.minecraft.block.Block;

import net.minecraft.inventory.InventoryCrafting;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.item.crafting.IRecipe;

import net.minecraft.item.crafting.ShapedRecipes;

import net.minecraft.item.crafting.ShapelessRecipes;

import net.minecraft.world.World;

 

public class BoneBenchCraftingManager

{

/** The static instance of this class */

private static final BoneBenchCraftingManager instance = new BoneBenchCraftingManager();

 

/** A list of all the recipes added */

private List recipes = new ArrayList();

 

/**

        * Returns the static instance of this class

        */

public static final BoneBenchCraftingManager getInstance()

{

        return instance;

}

 

private BoneBenchCraftingManager()

{

 

 

ItemStack bone = new ItemStack(Item.bone);

ItemStack rough = new ItemStack(Mainclass.RoughStone);

 

        recipes = new ArrayList();

        this.addRecipe(new ItemStack(Mainclass.RoughBonePickaxe), "RRR", " B ", " B ",

        'B', bone, 'R', rough);

        this.addRecipe(new ItemStack(Mainclass.BonePickaxe, 1), new Object[] {"XXX", " B ", " B ", Character.valueOf('B'), Item.bone, Character.valueOf('X'), Mainclass.BoneBlock});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneSword, 1), new Object[] {"R", "R", "B", Character.valueOf('B'), Item.bone, Character.valueOf('R'), Mainclass.RoughStone});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneAxe, 1), new Object[] {"RR ", "RB ", " B ", Character.valueOf('B'), Item.bone, Character.valueOf('R'), Mainclass.RoughStone});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneShovel, 1), new Object[] {"R", "B", "B", Character.valueOf('B'), Item.bone, Character.valueOf('R'), Mainclass.RoughStone});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneHoe, 1), new Object[] {"RR ", " B ", " B ", Character.valueOf('B'), Item.bone, Character.valueOf('R'), Mainclass.RoughStone});

 

        this.addRecipe(new ItemStack(Mainclass.PurifierIdle, 1), new Object[] {"RRR", "RGR", "RRR", Character.valueOf('G'), Mainclass.Garnet, Character.valueOf('R'), Mainclass.RoughStone});

 

        this.addRecipe(new ItemStack(Mainclass.PureBonePickaxe, 1), new Object[] {"GGG", " B ", " B ", Character.valueOf('B'), Item.bone, Character.valueOf('G'), Mainclass.PureGarnet});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneSword, 1), new Object[] {"G", "G", "B", Character.valueOf('B'), Item.bone, Character.valueOf('G'), Mainclass.PureGarnet});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneAxe, 1), new Object[] {"GG ", "GB ", " B ", Character.valueOf('B'), Item.bone, Character.valueOf('G'), Mainclass.PureGarnet});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneShovel, 1), new Object[] {"G", "B", "B", Character.valueOf('B'), Item.bone, Character.valueOf('G'), Mainclass.PureGarnet});

        this.addRecipe(new ItemStack(Mainclass.RoughBoneHoe, 1), new Object[] {"GG ", " B ", " B ", Character.valueOf('B'), Item.bone, Character.valueOf('G'), Mainclass.PureGarnet});

        this.addRecipe(new ItemStack(Mainclass.PureStoneHelm, 1), new Object[] {"SSS", "G G", "  ", Character.valueOf('G'), Mainclass.PureGarnet, Character.valueOf('S'), Mainclass.PureStone});

        this.addRecipe(new ItemStack(Mainclass.PureStoneHelm, 1), new Object[] {"  ", "SSS", "G G", Character.valueOf('G'), Mainclass.PureGarnet, Character.valueOf('S'), Mainclass.PureStone});

        this.addRecipe(new ItemStack(Mainclass.PureStoneChest, 1), new Object[] {"SGS", "SSS", "SSS", Character.valueOf('G'), Mainclass.PureGarnet, Character.valueOf('S'), Mainclass.PureStone});

        this.addRecipe(new ItemStack(Mainclass.PureStoneLegs, 1), new Object[] {"SSS", "G G", "S S", Character.valueOf('G'), Mainclass.PureGarnet, Character.valueOf('S'), Mainclass.PureStone});

        this.addRecipe(new ItemStack(Mainclass.PureStoneBoots, 1), new Object[] {"S S", "G G", "  ", Character.valueOf('G'), Mainclass.PureGarnet, Character.valueOf('S'), Mainclass.PureStone});

        this.addRecipe(new ItemStack(Mainclass.PureStoneBoots, 1), new Object[] {"  ", "S S", "G G", Character.valueOf('G'), Mainclass.PureGarnet, Character.valueOf('S'), Mainclass.PureStone});

 

        this.addRecipe(new ItemStack(Mainclass.DarkPickaxe, 1), new Object[] {"DDD", " S ", " S ", Character.valueOf('S'), Mainclass.DarkStick, Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkSword, 1), new Object[] {"D", "D", "S", Character.valueOf('S'), Mainclass.DarkStick, Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkAxe, 1), new Object[] {"DD ", "DS ", " S ", Character.valueOf('S'), Mainclass.DarkStick, Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkShovel, 1), new Object[] {"D", "S", "S", Character.valueOf('S'), Mainclass.DarkStick, Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkHoe, 1), new Object[] {"DD ", " S ", " S ", Character.valueOf('S'), Mainclass.DarkStick, Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkHelm, 1), new Object[] {"DDD", "D D", "  ", Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkHelm, 1), new Object[] {"  ", "DDD", "D D", Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkChest, 1), new Object[] {"D D", "DDD", "DDD", Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkLegs, 1), new Object[] {"DDD", "D D", "D D", Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkBoots, 1), new Object[] {"D D", "D D", "  ", Character.valueOf('D'), Mainclass.DarkGem});

        this.addRecipe(new ItemStack(Mainclass.DarkBoots, 1), new Object[] {"  ", "D D", "D D", Character.valueOf('D'), Mainclass.DarkGem});

 

        this.addRecipe(new ItemStack(Mainclass.PreciousPickaxe, 1), new Object[] {"PPP", " S ", " S ", Character.valueOf('S'), Mainclass.PreciousStick, Character.valueOf('P'), Mainclass.PreciousIngot});

        this.addRecipe(new ItemStack(Mainclass.PreciousSword, 1), new Object[] {"P", "P", "S", Character.valueOf('S'), Mainclass.PreciousStick, Character.valueOf('P'), Mainclass.PreciousIngot});

        this.addRecipe(new ItemStack(Mainclass.PreciousAxe, 1), new Object[] {"PP ", "PS ", " S ", Character.valueOf('S'), Mainclass.PreciousStick, Character.valueOf('P'), Mainclass.PreciousIngot});

        this.addRecipe(new ItemStack(Mainclass.PreciousShovel, 1), new Object[] {"P", "S", "S", Character.valueOf('S'), Mainclass.PreciousStick, Character.valueOf('P'), Mainclass.PreciousIngot});

        this.addRecipe(new ItemStack(Mainclass.PreciousHoe, 1), new Object[] {"PP ", " S ", " S ", Character.valueOf('S'), Mainclass.PreciousStick, Character.valueOf('P'), Mainclass.PreciousIngot});

 

        this.addRecipe(new ItemStack(Mainclass.FlamePickaxe, 1), new Object[] {"FFF", " S ", " S ", Character.valueOf('S'), Mainclass.FlameStick, Character.valueOf('F'), Mainclass.FlameGem});

        this.addRecipe(new ItemStack(Mainclass.FlameSword, 1), new Object[] {"F", "F", "S", Character.valueOf('S'), Mainclass.FlameStick, Character.valueOf('F'), Mainclass.FlameGem});

        this.addRecipe(new ItemStack(Mainclass.FlameAxe, 1), new Object[] {"FF ", "FS ", " S ", Character.valueOf('S'), Mainclass.FlameStick, Character.valueOf('F'), Mainclass.FlameGem});

        this.addRecipe(new ItemStack(Mainclass.FlameShovel, 1), new Object[] {"F", "S", "S", Character.valueOf('S'), Mainclass.FlameStick, Character.valueOf('F'), Mainclass.FlameGem});

        this.addRecipe(new ItemStack(Mainclass.FlameHoe, 1), new Object[] {"FF ", " S ", " S ", Character.valueOf('S'), Mainclass.FlameStick, Character.valueOf('F'), Mainclass.FlameGem});

 

                Collections.sort(this.recipes, new BoneBenchRecipeSorter(this));

}

 

public ShapedRecipes addRecipe(ItemStack par1ItemStack, Object ... par2ArrayOfObj)

{

        String s = "";

        int i = 0;

        int j = 0;

        int k = 0;

 

        if (par2ArrayOfObj instanceof String[])

        {

                String[] astring = (String[])((String[])par2ArrayOfObj[i++]);

 

                for (int l = 0; l < astring.length; ++l)

                {

                        String s1 = astring[l];

                        ++k;

                        j = s1.length();

                        s = s + s1;

                }

        }

        else

        {

                while (par2ArrayOfObj instanceof String)

                {

                        String s2 = (String)par2ArrayOfObj[i++];

                        ++k;

                        j = s2.length();

                        s = s + s2;

                }

        }

 

        HashMap hashmap;

 

        for (hashmap = new HashMap(); i < par2ArrayOfObj.length; i += 2)

        {

                Character character = (Character)par2ArrayOfObj;

                ItemStack itemstack1 = null;

 

                if (par2ArrayOfObj[i + 1] instanceof Item)

                {

                        itemstack1 = new ItemStack((Item)par2ArrayOfObj[i + 1]);

                }

                else if (par2ArrayOfObj[i + 1] instanceof Block)

                {

                        itemstack1 = new ItemStack((Block)par2ArrayOfObj[i + 1], 1, 32767);

                }

                else if (par2ArrayOfObj[i + 1] instanceof ItemStack)

                {

                        itemstack1 = (ItemStack)par2ArrayOfObj[i + 1];

                }

 

                hashmap.put(character, itemstack1);

        }

 

        ItemStack[] aitemstack = new ItemStack[j * k];

 

        for (int i1 = 0; i1 < j * k; ++i1)

        {

                char c0 = s.charAt(i1);

 

                if (hashmap.containsKey(Character.valueOf(c0)))

                {

                        aitemstack[i1] = ((ItemStack)hashmap.get(Character.valueOf(c0))).copy();

                }

                else

                {

                        aitemstack[i1] = null;

                }

        }

 

        ShapedRecipes shapedrecipes = new ShapedRecipes(j, k, aitemstack, par1ItemStack);

        this.recipes.add(shapedrecipes);

        return shapedrecipes;

}

 

public void addShapelessRecipe(ItemStack par1ItemStack, Object ... par2ArrayOfObj)

{

        ArrayList arraylist = new ArrayList();

        Object[] aobject = par2ArrayOfObj;

        int i = par2ArrayOfObj.length;

 

        for (int j = 0; j < i; ++j)

        {

                Object object1 = aobject[j];

 

                if (object1 instanceof ItemStack)

                {

                        arraylist.add(((ItemStack)object1).copy());

                }

                else if (object1 instanceof Item)

                {

                        arraylist.add(new ItemStack((Item)object1));

                }

                else

                {

                        if (!(object1 instanceof Block))

                        {

                                throw new RuntimeException("Invalid shapeless recipy!");

                        }

 

                        arraylist.add(new ItemStack((Block)object1));

                }

        }

 

        this.recipes.add(new ShapelessRecipes(par1ItemStack, arraylist));

}

 

public ItemStack findMatchingRecipe(InventoryCrafting par1InventoryCrafting, World par2World)

{

        int i = 0;

        ItemStack itemstack = null;

        ItemStack itemstack1 = null;

        int j;

 

        for (j = 0; j < par1InventoryCrafting.getSizeInventory(); ++j)

        {

                ItemStack itemstack2 = par1InventoryCrafting.getStackInSlot(j);

 

                if (itemstack2 != null)

                {

                        if (i == 0)

                        {

                                itemstack = itemstack2;

                        }

 

                        if (i == 1)

                        {

                                itemstack1 = itemstack2;

                        }

 

                        ++i;

                }

        }

 

        if (i == 2 && itemstack.itemID == itemstack1.itemID && itemstack.stackSize == 1 && itemstack1.stackSize == 1 && Item.itemsList[itemstack.itemID].isRepairable())

        {

                Item item = Item.itemsList[itemstack.itemID];

                int k = item.getMaxDamage() - itemstack.getItemDamageForDisplay();

                int l = item.getMaxDamage() - itemstack1.getItemDamageForDisplay();

                int i1 = k + l + item.getMaxDamage() * 5 / 100;

                int j1 = item.getMaxDamage() - i1;

 

                if (j1 < 0)

                {

                        j1 = 0;

                }

 

                return new ItemStack(itemstack.itemID, 1, j1);

        }

        else

        {

                for (j = 0; j < this.recipes.size(); ++j)

                {

                        IRecipe irecipe = (IRecipe)this.recipes.get(j);

 

                        if (irecipe.matches(par1InventoryCrafting, par2World))

                        {

                                return irecipe.getCraftingResult(par1InventoryCrafting);

                        }

                }

 

                return null;

        }

}

 

/**

        * returns the List<> of all recipes

        */

public List getRecipeList()

{

        return this.recipes;

}

}

 

Recipe Sorter:

 

package assets.caves_of_millarki.common;

 

import java.util.Comparator;

 

import assets.caves_of_millarki.common.Mainclass;

import net.minecraft.item.crafting.CraftingManager;

import net.minecraft.item.crafting.IRecipe;

import net.minecraft.item.crafting.ShapedRecipes;

import net.minecraft.item.crafting.ShapelessRecipes;

 

class BoneBenchRecipeSorter implements Comparator

{

final BoneBenchCraftingManager BoneBenchCraftingManager;

 

BoneBenchRecipeSorter(BoneBenchCraftingManager par1BoneBenchCraftingManager)

{

        this.BoneBenchCraftingManager = par1BoneBenchCraftingManager;

}

 

public int compareRecipes(IRecipe par1IRecipe, IRecipe par2IRecipe)

{

        return par1IRecipe instanceof ShapelessRecipes && par2IRecipe instanceof ShapedRecipes ? 1 : (par2IRecipe instanceof ShapelessRecipes && par1IRecipe instanceof ShapedRecipes ? -1 : (par2IRecipe.getRecipeSize() < par1IRecipe.getRecipeSize() ? -1 : (par2IRecipe.getRecipeSize() > par1IRecipe.getRecipeSize() ? 1 : 0)));

}

 

public int compare(Object par1Obj, Object par2Obj)

{

        return this.compareRecipes((IRecipe)par1Obj, (IRecipe)par2Obj);

}

}

 

Gui:

 

package assets.caves_of_millarki.common;

 

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

import net.minecraft.client.gui.inventory.GuiContainer;

import net.minecraft.client.resources.I18n;

import net.minecraft.entity.player.InventoryPlayer;

import net.minecraft.inventory.ContainerWorkbench;

import net.minecraft.util.ResourceLocation;

import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

 

@SideOnly(Side.CLIENT)

public class GuiBoneBench extends GuiContainer

{

    private static final ResourceLocation field_110422_t = new ResourceLocation("textures/gui/container/crafting_table.png");

 

    public GuiBoneBench(InventoryPlayer par1InventoryPlayer, World par2World, int par3, int par4, int par5)

    {

        super(new ContainerWorkbench(par1InventoryPlayer, par2World, par3, par4, par5));

    }

 

    /**

    * Draw the foreground layer for the GuiContainer (everything in front of the items)

    */

    protected void drawGuiContainerForegroundLayer(int par1, int par2)

    {

        this.fontRenderer.drawString(I18n.func_135053_a("container.crafting"), 28, 6, 4210752);

        this.fontRenderer.drawString(I18n.func_135053_a("container.inventory"), 8, this.ySize - 96 + 2, 4210752);

    }

 

    /**

    * Draw the background layer for the GuiContainer (everything behind the items)

    */

    protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)

    {

        GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);

        this.mc.func_110434_K().func_110577_a(field_110422_t);

        int k = (this.width - this.xSize) / 2;

        int l = (this.height - this.ySize) / 2;

        this.drawTexturedModalRect(k, l, 0, 0, this.xSize, this.ySize);

    }

}

 

 

GuiHandler:

 

package assets.caves_of_millarki.common;

 

import net.minecraft.client.gui.inventory.GuiCrafting;

import net.minecraft.entity.player.EntityPlayer;

import assets.caves_of_millarki.common.Mainclass;

import net.minecraft.tileentity.TileEntity;

import net.minecraft.world.World;

import cpw.mods.fml.common.network.IGuiHandler;

 

public class GuiHandler implements IGuiHandler{

 

@Override

public Object getServerGuiElement(int id, EntityPlayer player, World world,

int x, int y, int z) {

TileEntity tile_entity = world.getBlockTileEntity(x, y, z);

 

if (tile_entity instanceof TileEntityPurifier) {

return new ContainerPurifier(player.inventory,(TileEntityPurifier) tile_entity);

}

 

 

switch(id)

{

case 1: return id == 1 && world.getBlockId(x, y, z) == Mainclass.BoneBench.blockID ? new ContainerBoneBench(player.inventory, world, x, y, z) : null;

 

}

return null;

}

 

 

@Override

public Object  getClientGuiElement(int ID, EntityPlayer player, World world,

int x, int y, int z) {

TileEntity tile_entity = world.getBlockTileEntity(x, y, z);

if (tile_entity instanceof TileEntityPurifier) {

return new GuiPurifier(player.inventory,(TileEntityPurifier) tile_entity);

 

}

 

switch(ID)

{

case 1: return ID == 1 && world.getBlockId(x, y, z) == Mainclass.BoneBench.blockID ? new GuiBoneBench(player.inventory, world, x, y, z) : null;

}

return null;

}

 

}

 

 

Slot:

 

package assets.caves_of_millarki.common;

 

import cpw.mods.fml.common.registry.GameRegistry;

import net.minecraft.block.Block;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.inventory.IInventory;

import net.minecraft.inventory.Slot;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraft.stats.AchievementList;

 

import net.minecraftforge.common.ForgeHooks;

import net.minecraftforge.common.MinecraftForge;

import net.minecraftforge.event.entity.player.PlayerDestroyItemEvent;

 

public class SlotBoneBench extends Slot

{

    /** The craft matrix inventory linked to this result slot. */

    private final IInventory craftMatrix;

 

    /** The player that is using the GUI where this slot resides. */

    private EntityPlayer thePlayer;

 

    /**

    * The number of items that have been crafted so far. Gets passed to ItemStack.onCrafting before being reset.

    */

    private int amountCrafted;

 

    public SlotBoneBench(EntityPlayer par1EntityPlayer, IInventory par2IInventory, IInventory par3IInventory, int par4, int par5, int par6)

    {

        super(par3IInventory, par4, par5, par6);

        this.thePlayer = par1EntityPlayer;

        this.craftMatrix = par2IInventory;

    }

 

    /**

    * Check if the stack is a valid item for this slot. Always true beside for the armor slots.

    */

    public boolean isItemValid(ItemStack par1ItemStack)

    {

        return false;

    }

 

    /**

    * Decrease the size of the stack in slot (first int arg) by the amount of the second int arg. Returns the new

    * stack.

    */

    public ItemStack decrStackSize(int par1)

    {

        if (this.getHasStack())

        {

            this.amountCrafted += Math.min(par1, this.getStack().stackSize);

        }

 

        return super.decrStackSize(par1);

    }

 

    /**

    * the itemStack passed in is the output - ie, iron ingots, and pickaxes, not ore and wood. Typically increases an

    * internal count then calls onCrafting(item).

    */

    protected void onCrafting(ItemStack par1ItemStack, int par2)

    {

        this.amountCrafted += par2;

        this.onCrafting(par1ItemStack);

    }

 

    /**

    * the itemStack passed in is the output - ie, iron ingots, and pickaxes, not ore and wood.

    */

    protected void onCrafting(ItemStack par1ItemStack)

    {

        par1ItemStack.onCrafting(this.thePlayer.worldObj, this.thePlayer, this.amountCrafted);

        this.amountCrafted = 0;

 

        if (par1ItemStack.itemID == Block.workbench.blockID)

        {

            this.thePlayer.addStat(AchievementList.buildWorkBench, 1);

        }

        else if (par1ItemStack.itemID == Item.pickaxeWood.itemID)

        {

            this.thePlayer.addStat(AchievementList.buildPickaxe, 1);

        }

        else if (par1ItemStack.itemID == Block.furnaceIdle.blockID)

        {

            this.thePlayer.addStat(AchievementList.buildFurnace, 1);

        }

        else if (par1ItemStack.itemID == Item.hoeWood.itemID)

        {

            this.thePlayer.addStat(AchievementList.buildHoe, 1);

        }

        else if (par1ItemStack.itemID == Item.bread.itemID)

        {

            this.thePlayer.addStat(AchievementList.makeBread, 1);

        }

        else if (par1ItemStack.itemID == Item.cake.itemID)

        {

            this.thePlayer.addStat(AchievementList.bakeCake, 1);

        }

        else if (par1ItemStack.itemID == Item.pickaxeStone.itemID)

        {

            this.thePlayer.addStat(AchievementList.buildBetterPickaxe, 1);

        }

        else if (par1ItemStack.itemID == Item.swordWood.itemID)

        {

            this.thePlayer.addStat(AchievementList.buildSword, 1);

        }

        else if (par1ItemStack.itemID == Block.enchantmentTable.blockID)

        {

            this.thePlayer.addStat(AchievementList.enchantments, 1);

        }

        else if (par1ItemStack.itemID == Block.bookShelf.blockID)

        {

            this.thePlayer.addStat(AchievementList.bookcase, 1);

        }

    }

 

    public void onPickupFromSlot(EntityPlayer par1EntityPlayer, ItemStack par2ItemStack)

    {

        GameRegistry.onItemCrafted(par1EntityPlayer, par2ItemStack, craftMatrix);

        this.onCrafting(par2ItemStack);

 

        for (int i = 0; i < this.craftMatrix.getSizeInventory(); ++i)

        {

            ItemStack itemstack1 = this.craftMatrix.getStackInSlot(i);

 

            if (itemstack1 != null)

            {

                this.craftMatrix.decrStackSize(i, 1);

 

                if (itemstack1.getItem().hasContainerItem())

                {

                    ItemStack itemstack2 = itemstack1.getItem().getContainerItemStack(itemstack1);

 

                    if (itemstack2.isItemStackDamageable() && itemstack2.getItemDamage() > itemstack2.getMaxDamage())

                    {

                        MinecraftForge.EVENT_BUS.post(new PlayerDestroyItemEvent(thePlayer, itemstack2));

                        itemstack2 = null;

                    }

 

                    if (itemstack2 != null && (!itemstack1.getItem().doesContainerItemLeaveCraftingGrid(itemstack1) || !this.thePlayer.inventory.addItemStackToInventory(itemstack2)))

                    {

                        if (this.craftMatrix.getStackInSlot(i) == null)

                        {

                            this.craftMatrix.setInventorySlotContents(i, itemstack2);

                        }

                        else

                        {

                            this.thePlayer.dropPlayerItem(itemstack2);

                        }

                    }

                }

            }

        }

    }

}

 

 

 

Thanks already :)

 

Link to comment
Share on other sites

For your first question, what would absorption be ? Is it more defense ?

 

Second,

In GuiBoneBench:

public GuiBoneBench(InventoryPlayer par1InventoryPlayer, World par2World, int par3, int par4, int par5)
    {
        super(new ContainerWorkbench(par1InventoryPlayer, par2World, par3, par4, par5));
    }

In GuiHandler:

switch(id)
      {
         case 1: return id == 1 && world.getBlockId(x, y, z) == Mainclass.BoneBench.blockID ? new ContainerBoneBench(player.inventory, world, x, y, z) : null;
      
      } 

Looks strange to have two containers for the same Gui.

 

Also, SlotBoneBench and BoneBenchRecipeSorter look like identical copies of vanilla classes. Can't you use the original ones ?

Link to comment
Share on other sites

Second,

In GuiBoneBench:

public GuiBoneBench(InventoryPlayer par1InventoryPlayer, World par2World, int par3, int par4, int par5)
    {
        super(new ContainerWorkbench(par1InventoryPlayer, par2World, par3, par4, par5));
    }

In GuiHandler:

switch(id)
      {
         case 1: return id == 1 && world.getBlockId(x, y, z) == Mainclass.BoneBench.blockID ? new ContainerBoneBench(player.inventory, world, x, y, z) : null;
      
      } 

Looks strange to have two containers for the same Gui.

 

Also, SlotBoneBench and BoneBenchRecipeSorter look like identical copies of vanilla classes. Can't you use the original ones ?

Thanks, that worked perfectly! Pretty much a derp from me :P

 

But I still need help with the armor

Link to comment
Share on other sites

I have made some nice Armour Set Effects, this can easily be adapted to something where you can add something like in case only 1 piece is worn give 2 hearts, when theres 2 add 4. This is how i added my custom armour effects:


 

In order to use that you should have a CommonTickHandler setup (or whatever you want to call it)

 

 

package packagename

import whatever imports you need

public class YourCommonTickHandler implements ITickHandler
{
@Override
public void tickStart(EnumSet<TickType> type, Object... tickData)
{
playerTick((EntityPlayer) tickData[0]);
}

@Override
public void tickEnd(EnumSet<TickType> type, Object... tickData)
{
// Nothing in here unless you want it to do something when the tick ends...
}

@Override
public EnumSet<TickType> ticks()
{
return EnumSet.of(TickType.PLAYER);
}

@Override
pblic String getLabel()
{
return null;
}

// This is the important method, that is where you put your armour effect code in.
public void playerTick(EntityPlayer player)
{
// Armour effect example
if(player.getCurrentArmor(0) != null)
{
if(player.getCurrentArmor(0).itemID == yourBoots.itemID)
{
player.addPotionEffect(new PotionEffect(potion.jump.getId(), 5, 4));
}
}
}

 

 

 

Hope it helped!

Link to comment
Share on other sites

I have made some nice Armour Set Effects, this can easily be adapted to something where you can add something like in case only 1 piece is worn give 2 hearts, when theres 2 add 4. This is how i added my custom armour effects:


 

In order to use that you should have a CommonTickHandler setup (or whatever you want to call it)

 

 

package packagename

import whatever imports you need

public class YourCommonTickHandler implements ITickHandler
{
@Override
public void tickStart(EnumSet<TickType> type, Object... tickData)
{
playerTick((EntityPlayer) tickData[0]);
}

@Override
public void tickEnd(EnumSet<TickType> type, Object... tickData)
{
// Nothing in here unless you want it to do something when the tick ends...
}

@Override
public EnumSet<TickType> ticks()
{
return EnumSet.of(TickType.PLAYER);
}

@Override
pblic String getLabel()
{
return null;
}

// This is the important method, that is where you put your armour effect code in.
public void playerTick(EntityPlayer player)
{
// Armour effect example
if(player.getCurrentArmor(0) != null)
{
if(player.getCurrentArmor(0).itemID == yourBoots.itemID)
{
player.addPotionEffect(new PotionEffect(potion.jump.getId(), 5, 4));
}
}
}

 

 

 

Hope it helped!

The first code doesnt have code :P

Link to comment
Share on other sites

Oops, well thats not supposed to be there anyway xD, also i forgot to say that you have to register the handler in your main mod classs:

TickRegistry.registerTickHandler(new YourCommonTickHandler(), Side.SERVER);

Okay, so I got the boots to work, but when I try to do it so that when you also wear the leggings it gives you two more hearts it doesn't work.

Here's my code (the leggings are not working)

package assets.caves_of_millarki.client;

import java.util.EnumSet;

import assets.caves_of_millarki.common.Mainclass;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.potion.PotionEffect;

import cpw.mods.fml.common.ITickHandler;
import cpw.mods.fml.common.TickType;


public class MillarkiTickHandler implements ITickHandler
{
private static int absorption = 22;
@Override
public void tickStart(EnumSet<TickType> type, Object... tickData)
{
playerTick((EntityPlayer) tickData[0]);
}

@Override
public void tickEnd(EnumSet<TickType> type, Object... tickData)
{
// Nothing in here unless you want it to do something when the tick ends...
}

@Override
public EnumSet<TickType> ticks()
{
return EnumSet.of(TickType.PLAYER);
}

@Override
public String getLabel()
{
return null;
}

// This is the important method, that is where you put your armour effect code in.
public void playerTick(EntityPlayer player)
{

// Armour effect example
if(player.getCurrentArmor(0) != null)
{
if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID)
{
player.addPotionEffect(new PotionEffect(absorption, 5, 0));
}
{
if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneLegs.itemID)
{
player.addPotionEffect(new PotionEffect(absorption, 5, 0));
}
}
}}}

Link to comment
Share on other sites

What it is doing right now is, it checks whether your boots is on -> then adds that potion effect. Then it checks whether your chestplate is on -> ads the same potion effect (they don't stack). So what you want to do is something like this:

// This is the important method, that is where you put your armour effect code in.
public void playerTick(EntityPlayer player)
{

// Armour effect example
if(player.getCurrentArmor(0) != null)
{
if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID)
{
player.addPotionEffect(new PotionEffect(absorption, 5, 0));
}
else if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID && player.getCurrentArmor(1).itemID == Mainclass.PureStoneLegs.itemID) // << notice that getCurrentArmor(0), the 0 is for boots, 1 is for leggings, 2 for chestplate and 3 for helmets.
{
player.addPotionEffect(new PotionEffect(absorption, 5, 1)); // So whenever you wear 1 more piece of armour, you raise its intensity.
}
}
}

Link to comment
Share on other sites

What it is doing right now is, it checks whether your boots is on -> then adds that potion effect. Then it checks whether your chestplate is on -> ads the same potion effect (they don't stack). So what you want to do is something like this:

// This is the important method, that is where you put your armour effect code in.
public void playerTick(EntityPlayer player)
{

// Armour effect example
if(player.getCurrentArmor(0) != null)
{
if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID)
{
player.addPotionEffect(new PotionEffect(absorption, 5, 0));
}
else if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID && player.getCurrentArmor(1).itemID == Mainclass.PureStoneLegs.itemID) // << notice that getCurrentArmor(0), the 0 is for boots, 1 is for leggings, 2 for chestplate and 3 for helmets.
{
player.addPotionEffect(new PotionEffect(absorption, 5, 1)); // So whenever you wear 1 more piece of armour, you raise its intensity.
}
}
}

Ah, and in the end, the line will be with all 4 items, right?

Link to comment
Share on other sites

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The future of Bitcoin recovery is a topic of great interest and excitement, particularly with the emergence of innovative companies like Dexdert Net Pro Recovery leading the charge. As the cryptocurrency market continues to evolve and face new challenges, the need for effective solutions to help users recover lost or stolen Bitcoin has become increasingly critical. Dexdert Net Pro, a specialized firm dedicated to this very purpose, has positioned itself at the forefront of this emerging field. Through their proprietary techniques and deep expertise in blockchain technology, Dexdert Net Pro has developed a comprehensive approach to tracking down and retrieving misplaced or compromised Bitcoin, providing a lifeline to individuals and businesses who have fallen victim to the inherent risks of the digital currency landscape. Their team of seasoned investigators and cryptography experts employ a meticulous, multi-pronged strategy, leveraging advanced data analysis, forensic techniques, and collaborative partnerships with law enforcement to painstakingly trace the movement of lost or stolen coins, often recovering funds that would otherwise be considered irrecoverable. This pioneering work not only restores financial assets but also helps to bolster confidence and trust in the long-term viability of Bitcoin, cementing Dexdert Net Pro role as a crucial player in shaping the future of cryptocurrency recovery and security. As the digital finance ecosystem continues to evolve, the importance of innovative solutions like those offered by Dexdert Net Pro will only grow, ensuring that users can navigate the complexities of Bitcoin with greater peace of mind and protection. Call Dexdert Net Pro now     
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

×
×
  • Create New...

Important Information

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