Jump to content

[solved] Causing a different type of DamageSource when entity is hit


Recommended Posts

Posted

I'm making a skill that allows the player to charge up an attack and then strike, causing all of the normal sword damage but ignoring armor. I've considered many different ways of doing this, but all of them seem to require me to simulate (read 'copy / paste') significant portions of the vanilla attack code or are otherwise not good options.

 

Let me outline what I've considered:

1. In LivingHurtEvent, make a call to 'damageEntity' with a new, armor-ignoring DamageSource and either cancel the event or set the ammount to zero; Benefits: no adverse effect on any of the other attack calculations Problem is that 'damageEntity' is protected, so I'd have to copy / paste that code into my own method

 

2. somehow reassign the DamageSource in LivingAttackEvent; this would be ideal, but I don't think it's possible because the event's DamageSource field is 'final' (which makes perfect sense, but still :( )

 

3. cancel LivingAttackEvent and make a new call to attackEntityFrom with the new DamageSource; this one just no, the problems far outweigh any benefit that might be gained, since among other things this would cause 'attackEntityFrom' to return false in the player's 'attackTargetEntityWithCurrentItem' method mid-strike, but I still need that to return true for the rest of the calculation

 

Number '1' is currently my top option, but I thought I'd ask if anyone knows of a better way. Thanks for any ideas.

Posted

Not 2, of course.

You blasted out 3, so...1.

 

Though you can do the same with AttackEntityEvent and

attackTargetEntityWithCurrentItem

.

 

 

You don't need to copy anything by the way, reflection can Method#

invoke

(instance, params) even on protected methods (Method#setAccessible(true)).

Posted

Thanks for the reply. Yes, AttackEntityEvent could work, but if I'm not mistaken then once attackTargetEntityWithCurrentItem is called it's back to the same problem - getting it to use the new DamageSource - because attacking with the current item always causes 'player' damage.

 

As for reflection, yes, that thought crossed my mind, but it seems so dirty :P I'll wait a while and see if any new ideas are forthcoming, but reflection may indeed be the best bet in this scenario.

Posted

Ooooh, I never thought of adding a class to a vanilla package! I was trying to figure out how to make a wrapper like that, and all I could think of was making a class extend EntityLivingBase, which of course wouldn't help at all because none of the vanilla mobs would even use that class... Is it not considered taboo to add custom classes to vanilla packages? It's not editing any vanilla code, though, so I don't see why not ;)

 

Anyway, that's a great idea! I've got my flag built in to the way the skill works, so the second event shouldn't be a problem. Thanks for the tip though.

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

    • I need to know what mod is doing this crash, i mean the mod xenon is doing the crash but i want to know who mod is incompatible with xenon, but please i need to know a solution if i need to replace xenon, i cant use optifine anymore and all the other mods i tried(sodium, lithium, vulkan, etc) doesn't work, it crash the game.
    • I have been trying to solve a consistent crashing issue on my brother's computer where it will crash during the "Scanning Mod Candidates" phase of the loading process that starts when you click the play button on the Minecraft launcher. The issue seems to stem from a missing library that it mentions in the log file I provide below. I might I'm missing the bigger issue here for a smaller one but hopefully someone can find what I'm missing. Here's all of the stuff that I've been able to figure out so far: 1. It has nothing to do with mods, the crash happened with a real modpack, and even when I made a custom modpack and launched it without putting ANY mods into it (That is where the log file comes from by the way). 2. I have tried to find this class like a file in the Minecraft folders, but I've had no luck finding it (I don't think it works like that, but since I really don't understand how it works, I just figured I'd try). 3. I haven't seen anyone else have this issue before. 4. I know that my modpack (with mods) does work since I've run it on my computer, and it works fantastic. For some reason my brother's computer can't seem to run anything through curseforge. 5. This is for Minecraft version 1.20.1, Minecraft launcher version 3.4.50-2.1.3, forge 47.3.0, and curseforge app version 1.256.0.21056 6. My brother is using a Dell laptop from 6 years ago running Windows 10 (If you think more info on this would help, please ask as I do have it. I'm just choosing not to put it here for now). 7. I have reinstalled the curseforge app and installed Minecraft version 1.20.1. I have not reinstalled Minecraft or forge 47.3.0 but I didn't know if that would help. 8. I had an error code of 1 Please let me know if there is anything else that I am missing that you would like me to add to this post/add in a comment! Lastly, many thanks in advance to whoever can help! ------------- LOG FILE (latest.log) ------------- (from /Users/<NAME OF USER>/cursforge/minecraft/Instances/<THE NAME OF MY EMPTY MODPACK>/logs/latest.log) (This was made after running an empty modpack with same versions for all apps) ("[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy) https://pastebin.com/hxXvGGEK ------------- DEBUG.LOG (I realized that I should have put this here first after I had done all of the work on putting latest.log in) -------------------- (again, "[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy) https://pastebin.com/Fmh8GHYs
    • Pastebin... https://pastebin.com/Y3iZ85L5   Brand new profile, does not point to a mod as far as I can tell, my fatal message just has something about mixins. Don't know much about reading logs like this, but am genuinely stuck, please help. Java updated, pc restarted.
    • I was playing minecraft, forge 47.3.0 and 1.20.1, but when i tried to play minecraft now only crashes, i need help please. here is the crash report: https://securelogger.net/files/e6640a4f-9ed0-4acc-8d06-2e500c77aaaf.txt
  • Topics

×
×
  • Create New...

Important Information

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