Posted November 22, 201410 yr Problem 1: Whenever the chestplate is fully damaged it just repairs itself back too full health. Problem 2: Whenever i take off the chestplate it repairs itself to full helth. ArmorHandler class: package com.manslaughter777.crystaldimension.handler; import java.util.Map; import java.util.Random; import java.util.WeakHashMap; import net.minecraft.entity.player.EntityPlayer; import com.manslaughter777.crystaldimension.Main; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import cpw.mods.fml.common.gameevent.TickEvent; import cpw.mods.fml.common.gameevent.TickEvent.PlayerTickEvent; public class ArmorGravityHandler { private int armorDamageTick = 0; public static Map<EntityPlayer, Boolean> playersWithFlight = new WeakHashMap<EntityPlayer, Boolean>(); @SubscribeEvent public void onPlayerUpdate(PlayerTickEvent event) { if (event.phase != TickEvent.Phase.START || !event.player.worldObj.isRemote) return; if (event.player.getEquipmentInSlot(3) != null && event.player.getEquipmentInSlot(3).getItem() == Main.gravityJacket) { armorDamageTick++; if(armorDamageTick == 120) armorDamageTick = 0; if(event.player.capabilities.isFlying) { if(armorDamageTick == 60) { event.player.getEquipmentInSlot(3).damageItem(1, event.player); } } playersWithFlight.put(event.player, true); event.player.capabilities.allowFlying = true; } else { if (!playersWithFlight.containsKey(event.player)) { playersWithFlight.put(event.player, false); } if (playersWithFlight.get(event.player)) { playersWithFlight.put(event.player, false); if (!event.player.capabilities.isCreativeMode) { event.player.capabilities.allowFlying = false; event.player.capabilities.isFlying = false; event.player.sendPlayerAbilities(); } } } } } Armor class (the chestplate is the gravityJacket) package com.manslaughter777.crystaldimension.item; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemArmor; import net.minecraft.item.ItemStack; import com.manslaughter777.crystaldimension.Main; public class ItemCrystalArmor extends ItemArmor { public ItemCrystalArmor(ArmorMaterial material, int armorID, int armorType) { super(material, armorID, armorType); this.setCreativeTab(Main.crystalCombatTab); if(armorID == 0 && armorType == 0) { this.setUnlocalizedName("sapphireHelmet"); this.setTextureName(Main.MODID + ":sapphireHelmet"); } else if(armorID == 0 && armorType == 1) { this.setUnlocalizedName("sapphireChestplate"); this.setTextureName(Main.MODID + ":sapphireChestplate"); } else if(armorID == 0 && armorType == 2) { this.setUnlocalizedName("sapphireLeggings"); this.setTextureName(Main.MODID + ":sapphireLeggings"); } else if(armorID == 0 && armorType == 3) { this.setUnlocalizedName("sapphireBoots"); this.setTextureName(Main.MODID + ":sapphireBoots"); } else if(armorID == 1 && armorType == 0) { this.setUnlocalizedName("topazHelmet"); this.setTextureName(Main.MODID + ":topazHelmet"); } else if(armorID == 1 && armorType == 1) { this.setUnlocalizedName("topazChestplate"); this.setTextureName(Main.MODID + ":topazChestplate"); } else if(armorID == 1 && armorType == 2) { this.setUnlocalizedName("topazLeggings"); this.setTextureName(Main.MODID + ":topazLeggings"); } else if(armorID == 1 && armorType == 3) { this.setUnlocalizedName("topazBoots"); this.setTextureName(Main.MODID + ":topazBoots"); } else if(armorID == 2 && armorType == 0) { this.setUnlocalizedName("rubyHelmet"); this.setTextureName(Main.MODID + ":rubyHelmet"); } else if(armorID == 2 && armorType == 1) { this.setUnlocalizedName("rubyChestplate"); this.setTextureName(Main.MODID + ":rubyChestplate"); } else if(armorID == 2 && armorType == 2) { this.setUnlocalizedName("rubyLeggings"); this.setTextureName(Main.MODID + ":rubyLeggings"); } else if(armorID == 2 && armorType == 3) { this.setUnlocalizedName("rubyBoots"); this.setTextureName(Main.MODID + ":rubyBoots"); } else if(armorID == 3 && armorType == 1) { this.setUnlocalizedName("gravityJacket"); this.setTextureName(Main.MODID + ":rubyChestplate"); this.canRepair = false; this.setNoRepair(); } } public String getArmorTexture(ItemStack itemstack, Entity entity, int slot, String type) { if (itemstack.getItem() == Main.sapphireHelmet || itemstack.getItem() == Main.sapphireChestplate || itemstack.getItem() == Main.sapphireBoots) { return Main.MODID + ":textures/model/armor/sapphireLayer1.png"; } else if (itemstack.getItem() == Main.sapphireLeggings) { return Main.MODID + ":textures/model/armor/sapphireLayer2.png"; } else if(itemstack.getItem() == Main.topazHelmet || itemstack.getItem() == Main.topazChestplate || itemstack.getItem() == Main.topazBoots) { return Main.MODID + ":textures/model/armor/topazLayer1.png"; } else if(itemstack.getItem() == Main.topazLeggings) { return Main.MODID + ":textures/model/armor/topazLayer2.png"; } else if(itemstack.getItem() == Main.rubyHelmet || itemstack.getItem() == Main.rubyChestplate || itemstack.getItem() == Main.rubyBoots) { return Main.MODID + ":textures/model/armor/rubyLayer1.png"; } else if(itemstack.getItem() == Main.rubyLeggings) { return Main.MODID + ":textures/model/armor/rubyLayer2.png"; } else if(itemstack.getItem() == Main.gravityJacket) { return Main.MODID + ":textures/model/armor/gravityLayer.png"; } else { return null; } } /* public void onCreated(ItemStack itemstack, World world, EntityPlayer entityplayer) { if (itemstack.getItem() == Main.sapphireHelmet) { itemstack.addEnchantment(Enchantment.aquaAffinity, 2); }else if (itemstack.getItem() == Main.sapphireChestplate) { itemstack.addEnchantment(Enchantment.fireProtection, 4); }else if (itemstack.getItem() == Main.sapphireLeggings) { itemstack.addEnchantment(Enchantment.thorns, 5); }else if (itemstack.getItem() == Main.sapphireBoots) { itemstack.addEnchantment(Enchantment.unbreaking, 4); } } */ } Any help is appreciated
November 22, 201410 yr I'm not entirely sure from looking at those classes, but what happened to me before , when setting damage from NBT on an itemstack was, I was gating it so it only occurred on the client, and as soon as the server resynced with the client, it would go back to the server side damage value, since the server is responsible for keeping track of most things, and syncing them to the client. May be a similar issue with how you return the method if the side is on the server at the beginning of the ArmorHandler class.
November 22, 201410 yr Author I'm not entirely sure from looking at those classes, but what happened to me before , when setting damage from NBT on an itemstack was, I was gating it so it only occurred on the client, and as soon as the server resynced with the client, it would go back to the server side damage value, since the server is responsible for keeping track of most things, and syncing them to the client. May be a similar issue with how you return the method if the side is on the server at the beginning of the ArmorHandler class. Ah ok, I get what ur saying, ill try fix it up
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