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Posted

I'm handling with my own damage source with new mob and items.

But when I hurt the entity, it always calculate the protection enchanting in the DamageEntity().

I don't want the protection enchanting being active with my new damage source. Is there any way to do this?

Posted

Hi

 

Yes there is.

 

The code from EntityLivingBase:

    protected void damageEntity(DamageSource par1DamageSource, float par2)
    {
        if (!this.isEntityInvulnerable())
        {
            par2 = ForgeHooks.onLivingHurt(this, par1DamageSource, par2);
            if (par2 <= 0) return;
            par2 = this.applyArmorCalculations(par1DamageSource, par2);
            par2 = this.applyPotionDamageCalculations(par1DamageSource, par2);
            float f1 = par2;
            par2 = Math.max(par2 - this.getAbsorbtion(), 0.0F);
            this.func_110149_m(this.getAbsorbtion() - (f1 - par2));

            if (par2 != 0.0F)
            {
                float f2 = this.getHealth();
                this.setEntityHealth(f2 - par2);
                this.func_110142_aN().func_94547_a(par1DamageSource, f2, par2);
                this.func_110149_m(this.getAbsorbtion() - par2);
            }
        }
    }

 

If you use the Forge LivingHurtEvent (http://www.minecraftforum.net/topic/1419836-forge-4x-events-howto/), you can move the damage calculations into your own class and not perform the armour and potiondamagecalculations.

 

-TGG

 

 

Posted

I've set my own damagesource to unblockable to skip the armor calculation.

But as I see the code, applyPotionDamageCalculations() is the function that calculate the effect of potion and enchanting.

i = EnchantmentHelper.getEnchantmentModifierDamage(this.getLastActiveItems(), par1DamageSource);

is the calculator of the enchanting. And yes I find I can set isDamageAllowedInCreativeMode in the damagesource to do this. But this require me to handle the hurt event to cancel the damage to the player in gamemode 1. Is this the idea you are talking about? As it looks a little strange.

 

:)  It seems to be sloved. I'll try it later.

Posted

Hi

 

Sort of - I mean for example

 

  @ForgeSubscribe
  public void myLivingHurt(LivingHurtEvent event)
  {
    DamageSource damageSource = event.source;
    float amount = event.ammount;
    EntityLivingBase entityLivingBase = event.entityLiving;
    float damage = amount;
// par2 = ForgeHooks.onLivingHurt(this, par1DamageSource, par2);
// if (par2 <= 0) return;
// par2 = this.applyArmorCalculations(par1DamageSource, par2);
// par2 = this.applyPotionDamageCalculations(par1DamageSource, par2);
    float f1 = damage;
    damage = Math.max(damage - entityLivingBase.getAbsorbtion(), 0.0F);
    entityLivingBase.func_110149_m(entityLivingBase.getAbsorbtion() - (f1 - damage));

    if (damage != 0.0F)
    {
      float f2 = entityLivingBase.getHealth();
      entityLivingBase.setEntityHealth(f2 - damage);
      entityLivingBase.func_110142_aN().func_94547_a(par1DamageSource, f2, damage);
      entityLivingBase.func_110149_m(this.getAbsorbtion() - damage);
    }
    return -1;
  }

 

-TGG

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