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HELP: Creating Item Cooldown[SOLVED]


FlashBash21

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Soo its pretty simple how a cooldown works.

 

In your onItemRightClick method you would want to do something like this

 

private int coolDown = 0;

@Override
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer player) {
if(coolDown <= 0) {
player.motionY = 2;
coolDown = 100; // Cool down time in ticks
}
}

 

Then you will need to override the onUpdate method allowing the cooldown to count down.

@Override
public void onUpdate(ItemStack itemstack, world world, Entity entity, int i, boolean B) {
if(coolDown > 0) coolDown--;
}

 

Soo yeah, Its pretty simple all your doing is making it count down in ticks so a player cant use it. You will want to add a if() statement to see if the cooldown is completed so the player can use the item again.

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Why not use the itemDamage for that? then you would also have somewhat of a visual effect for the cooldown (I think you can disable it if u dont want it)

How exactly do I do this?

 

There you go ^^

 

 

:)

 

-TGG

 

 

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Why not use the itemDamage for that? then you would also have somewhat of a visual effect for the cooldown (I think you can disable it if u dont want it)

How exactly do I do this?

 

There you go ^^

 

 

:)

 

-TGG

 

Ok the cooldown is working now, but its not shooting projectiles anymore

How do you do?

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Hi

 

I think the problem is that you've copied bits of Dragonisser's code without really understanding what it's doing?

This bit for example..

				if (par1ItemStack.getItemDamage() > 0)
				{
					entityplayer.fallDistance = 0.0F;
				}

 

The key bit from Dragonisser's code is that he is using the ItemDamage as a counter.  The rest is irrelevant to you.

 

So to troubleshoot the cooldown problems you're having, I think the best way is to add a diagnostic to your code, you can see Dragonisser already had one there which for sure will help a lot

 

So for example

              if (par1ItemStack.getItemDamage() < par1ItemStack.getMaxDamage())
                {
                        par1ItemStack.setItemDamage(par1ItemStack.getItemDamage() - 1);
                        System.out.println(par1ItemStack.getItemDamage());                                // uncomment this line
                }

and

   if (player.capabilities.isCreativeMode || player.inventory.hasItem(Items.arrow))
       {
           System.out.println("Attempt to fire stack " + stack + " with getItemDamage() == " + stack.getItemDamage());   // add this in
           if (stack.getItemDamage() == 0){
                player.inventory.consumeInventoryItem(Items.arrow);
                //stack.attemptDamageItem(damageItem, itemRand);

 

Then look in the console for the diagnostic information and see what happens when you try to use the wand.

 

-TGG

 

 

 

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