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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

I want to make a Item that will spawn a entity. However I want it to only spawn this entity when wearing custom armor. I do not have any code for this or know how to do this.

you can check what the player has in his armor slots (0-3???) before the entity is spawned. It would be great if you could give us some code.

Here could be your advertisement!

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.

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

  • Author

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");
   } }

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

  • Author

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

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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