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Posted

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.

 

 

@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.

Posted

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);
}

Posted

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/

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