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[1.7.2] How can I make a Item that only does stuff when wearing certain Armor?


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Posted

In the Item right click method, you must use the player variable to check for the armor in a certain slot (player.getCurrentArmor I think? Not sure). If the player DOES have the armor on, then you spawn the entity. I think, like what Jacky said, 0 is helmet and 3 is boots.

Creator of the MyFit, MagiCraft, Tesseract gun, and Papa's Wingeria mod.

Posted

Hi

The player.getcurrentarmor code is correct but idk where to put what armor or which armor slot.

Without seeing your code, it's hard to tell if you're on the right track.

 

But if you just need to know which armour slot is which (helmet, breastplate etc) then for sure the easiest way is just to try it?

System.out.println("Slot 0:" + player.inventory.armorInventory[0]);

System.out.println("Slot 1:" + player.inventory.armorInventory[1]);

System.out.println("Slot 2:" + player.inventory.armorInventory[2]);

System.out.println("Slot 3:" + player.inventory.armorInventory[3]);

 

-TGG

Posted

I don't really know how to use player.getcurrentarmor so that is why it is blank.

 

package com.mineturnedmod.mineturned.items;

import com.mineturnedmod.mineturned.Mineturnedmain;
import com.mineturnedmod.mineturned.entity.EntityRpg;

import cpw.mods.fml.common.eventhandler.Event;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntitySnowball;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

public class Missile extends Item
{
   public Missile()
   {
     super();
   setMaxStackSize(64).setFull3D();
   }
   @Override
   public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,EntityPlayer par3EntityPlayer) {
       if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.consumeInventoryItem(Mineturnedmain.Missile))
    	   if(par3EntityPlayer.getCurrentArmor())
    	  
       {
           par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));
           if (!par2World.isRemote)
           {
               par2World.spawnEntityInWorld(new EntityRpg(par2World, par3EntityPlayer));
           }
       }
           return par1ItemStack;
       }
@SideOnly(Side.CLIENT)
public void registerIcons(IIconRegister reg){
	this.itemIcon = reg.registerIcon("morecraftingmod:arrow");
   } }

Posted

For example, if your armour is an item-

 

ItemStack armourPiece0 = par3EntityPlayer.inventory.armorInventory[0];

if (armourPiece0 != null && armourPiece0.getItem() == myCustomArmourItem) {

  // do my entity spawn

}

 

-TGG

Posted

For example, if your armour is an item-

 

ItemStack armourPiece0 = par3EntityPlayer.inventory.armorInventory[0];

if (armourPiece0 != null && armourPiece0.getItem() == myCustomArmourItem) {

  // do my entity spawn

}

 

-TGG

 

 

Umm but there is no player.getcurrentarmor

Posted

For example, if your armour is an item-

 

ItemStack armourPiece0 = par3EntityPlayer.inventory.armorInventory[0];

if (armourPiece0 != null && armourPiece0.getItem() == myCustomArmourItem) {

  // do my entity spawn

}

 

-TGG

Umm but there is no player.getcurrentarmor

True.  Instead, this line gets the current armour piece (Helmet I think)

 

ItemStack armourPiece0 = par3EntityPlayer.inventory.armorInventory[0];

 

-TGG

 

 

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