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Posted

Hey, I'm working on a sword that has soulsteal, so everytime you kill a mob you get some health back. The way I'm currently doing it is through the itemsword hitEntity class. Although this works, because the method is called upon hitting with the sword, if you spam the mouse click, even after you kill the mob it registers it as you hitting it multiple times and gives you a ton of health back. Does anyone know a more efficient way of doing this so it only registers once after killing the mob? Here is my code

 

http://pastebin.com/C6Jddeqy

 

I'm using the chat output to check how many times the procedure is called and it comes to about 10 times.

 

Any help would be greatly appreciated.

  • Author

Haha don't worry man, I don't use modloader for anything important, It was just the one I had memorized and didn't want to look it up xD, but yes DeathTime does help but its not perfect. It will do for now, thanks for the help

Why not use the LivingDeathEvent?  I think you can get the player entity by checking for the event.livingEntity.getLastAttacker, and then with that find out if player is holding the soul-stealing sword and then proceed accordingly.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Why not use the LivingDeathEvent?  I think you can get the player entity by checking for the event.livingEntity.getLastAttacker, and then with that find out if player is holding the soul-stealing sword and then proceed accordingly.

One reason I can think of is that then you are checking stuff every single time an entity dies, whereas putting the code in the Item class means you only check when that specific item hits an entity. Your solution would, of course, work fine, and I am guilty of over-using events myself, but ideally (imo) we should all use events only as a last resort when standard class methods are unable to provide the results we need.

One reason I can think of is that then you are checking stuff every single time an entity dies, whereas putting the code in the Item class means you only check when that specific item hits an entity. Your solution would, of course, work fine, and I am guilty of over-using events myself, but ideally (imo) we should all use events only as a last resort when standard class methods are unable to provide the results we need.

 

I admit I'm a bit addicted to events when they're available.  For me I find the events often have fairly clean logic to them.  But yes, they can be heavy on processing burden if you're not careful.  I don't think that entities die that often so don't think it should be a performance issue in this case.  But yes it seems "wasteful" to process an event even when the item isn't even in use.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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