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[1.7.2] [~Solved] How to set 'damageDrop' (with chance) depending on 'itemDrop'?


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Posted

My block has got this two drops:

@Override
public Item getItemDropped(int par1, Random rand, int par3)
{
	if(rand.nextInt(10) == 0)
	{
		return Item.getItemFromBlock(Blocks.ToLSapling);
	}

	else
	{
		return Item.getItemFromBlock(net.minecraft.init.Blocks.sapling);
	}
}

 

The

net.minecraft.init.Blocks.sapling

block has 6 subtypes, and i want my block to drop all of them, not at the same time, one each time, and also with a random chance, like:

@Override
public int damageDropped(int par1)
{
	if(itemDropped == net.minecraft.init.Blocks.sapling)
	{
		return rand.nextInt(5);
	}

	else
	{
		return 0;
	}
}

 

But I've not found any

itemDropped

method or field, and also there is no

Random rand

parameter on the

damageDropped

method

 

Thanks for helping

Posted

private Random;

<-- declare at the top of your class (or bottom, however you like to do it)

 

Then in your block constructor, add:

 

this.random = new Random();

 

^ That's how you get a random instance. :)

 

Also, as a suggestion, I would use the Forge method

getDrops(world, x, y, z, metadata, fortune)

. It's much more versatile.

Posted

private Random;

<-- declare at the top of your class (or bottom, however you like to do it)

 

Then in your block constructor, add:

 

this.random = new Random();

 

^ That's how you get a random instance. :)

 

Also, as a suggestion, I would use the Forge method

getDrops(world, x, y, z, metadata, fortune)

. It's much more versatile.

 

Ok, i've witten this code, but now it only drops vanilla saplings with metadata 0 (oak sapling):

    private Random random = new Random();

    @Override
    public ArrayList<ItemStack> getDrops(World world, int x, int y, int z, int metadata, int fortune)
    {
    	ArrayList<ItemStack> drops = new ArrayList<ItemStack>();

    	if (random.nextInt(10) == 0)
    	{
    		drops.add(new ItemStack(Blocks.ToLSapling));
    	}

    	else
    	{
    		drops.add(new ItemStack(net.minecraft.init.Blocks.sapling, 1, random.nextInt(5)));
    	}

    	return drops;
    }

 

Please tell me if made any mistake.

 

Thanks

Posted

Are you absolutely sure? What you have there is basically a 1 in 10 chance for your sapling and then an equal chance for all vanilla saplings (except dark oak).

That means you might very well get like a couple oak saplings in a row.

 

Yes, i am.

The problem is that the method

damageDropped

from the extended class (net.minecraft.block.BlockLeaves) was setting the damage to 0.

 

But i don't know how to fix it  :(

Posted

I've solved it by another way (which seems to work):

 

private Random random = new Random();

private Item itemDropped = null;
private int damageDropped;

@Override
public Item getItemDropped(int par1, Random rand, int par3)
{
	if(rand.nextInt(10) == 0)
	{
		if(rand.nextInt(10) == 0)
		{
			itemDropped = Item.getItemFromBlock(Blocks.ToLSapling);
		}

		else
		{
			itemDropped = Item.getItemFromBlock(net.minecraft.init.Blocks.sapling);
		}
	}

	return itemDropped;
}

@Override
public int damageDropped(int par1)
{
	if(itemDropped == Item.getItemFromBlock(Blocks.ToLSapling))
	{
		damageDropped = 0;
	}

	else
	{
		damageDropped = random.nextInt(6);
	}

	return damageDropped;
}

 

But any way, thanks to every one who helped

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