Jade_Knightblazer Posted September 13, 2012 Posted September 13, 2012 Hi, I am nearly finished with my mod. One last piece of coding is what I need for my whole mod to function. //Mod_shield par2 = mod_AsgardShield.calcDamage(par1DamageSource, par2, this); //end This little piece of code allows me to Lower the value of par2 (which is damage dealt by entity), before it effects armor, pot and player health calculations. My code is placed in the EntityPlayer.class (had to change the baseclass when using modloader , and hoping to avoid any class edits with Forge) protected void damageEntity(DamageSource par1DamageSource, int par2) { if (!par1DamageSource.isUnblockable() && this.isBlocking()) { par2 = 1 + par2 >> 1; } //Mod_shield par2 = mod_AsgardShield.calcDamage(par1DamageSource, par2, this); //end par2 = this.applyArmorCalculations(par1DamageSource, par2); par2 = this.applyPotionDamageCalculations(par1DamageSource, par2); this.addExhaustion(par1DamageSource.getHungerDamage()); this.health -= par2; } As you can see, my calcDamage method is stored in my mod_AsgardShield.common/mod_AsgardShield.class I need help using the correct hook to achieve the same effect as I did when editing the EntityPlayer base class. Also I need help in general on how to use a hook @_@. Looking through all the different FML events, the one that seems suitable is the LivingHurtEvent. Reveal hidden contents @Cancelable public class LivingHurtEvent extends LivingEvent { public final DamageSource source; public int ammount; public LivingHurtEvent(EntityLiving entity, DamageSource source, int ammount) { super(entity); this.source = source; this.ammount = ammount; } } Which even then isn't achieving my goal, since I am not trying to do damage but rather reduce it. -Unless I could use a negative amount of damage to cancel out an Entities damage? Or, Maybe IsSpecialArmor the place I need to look? If there is no such event, May I Request an : Before ArmorProperties.ApplyArmor hook? Please any help will be most grateful and will allow me to release my mod. Quote http://i715.photobucket.com/albums/ww155/JadeKnightblazer/AsgardShieldBannermain.png[/img]
ShetiPhian Posted September 13, 2012 Posted September 13, 2012 Forge has a LivingHurtEvent inside of damageEntity that should work for you. Adding this to your event handler would work simular but it happens before "if (!par1DamageSource.isUnblockable() && this.isBlocking())" instead of after @ForgeSubscribe public void livingHurt(LivingHurtEvent event) { if (!(event.entityLiving instanceof EntityPlayer)) return; EntityPlayer eventPlayer = (EntityPlayer)event.entityLiving; event.ammount = mod_AsgardShield.calcDamage(event.source, event.ammount, eventPlayer); } Quote
Jade_Knightblazer Posted September 13, 2012 Author Posted September 13, 2012 I'll try it Thanks. As for "my event handler", would I use my ClientTickHandlerAsgardShield. Or is the event handler a Common class I need to create? Or able to place in my Proxy.common I'll search around as well Reading: Atomic's http://www.minecraftforum.net/topic/1419836-131-forge-4x-events-howto/ Quote http://i715.photobucket.com/albums/ww155/JadeKnightblazer/AsgardShieldBannermain.png[/img]
ShetiPhian Posted September 13, 2012 Posted September 13, 2012 Atomic's tutorial is the best one I know of. ForgeEvents are very handy. With them I managed to kick PlayerAPI and my few base edits. Quote
Jade_Knightblazer Posted September 13, 2012 Author Posted September 13, 2012 Figured it all out now. Thank you very much ShetiPhian. That Code -snip- works like a charm And Atomic helped set up the EventHookContainerClass. Your name has been added to the Special thanks Section on my mod's OP thread Quote http://i715.photobucket.com/albums/ww155/JadeKnightblazer/AsgardShieldBannermain.png[/img]
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