Posted April 2, 201510 yr Hi all, I am trying to make my first mod that uses swords with dynamic damage values. The formula for that works but I don't know how to give the damage value to the sword? I already searched for anwsers but only found a few. Here are my codes sword code package starglas.dsremake.common.items.swords; import net.minecraft.item.EnumToolMaterial; import net.minecraft.item.ItemSword; import starglas.dsremake.common.WeaponScaling; public class Longsword extends ItemSword{ public static int upgradeLevel = 1; public static float attackDMG; public Longsword(int ID, EnumToolMaterial par2EnumToolMaterial, String Texture) { super(ID, par2EnumToolMaterial); this.setTextureName(Texture); } } This is the material code public static EnumToolMaterial DSRemake = EnumHelper.addToolMaterial("DSRemake", 0, 1000, -40.0F, 0, 0); And the code with the formula package starglas.dsremake.common; public class WeaponScaling { public static float totalAR; private static float strScaling; private static float dexScaling; public static float WeaponScalingRaw(int weaponDamage, int strengthScaling, int dextScaling, int playerStrength, int playerDex){ switch(strengthScaling){ case 6: strScaling = 0.3F; break; case 5: strScaling = 0.7F; break; case 4: strScaling = 1.1F; break; case 3: strScaling = 1.5F; break; case 2: strScaling = 1.9F; break; case 1: strScaling = 2.5F; break; default: strScaling = 0.0F; break; } switch(dextScaling){ case 6: dexScaling = 0.3F; break; case 5: dexScaling = 0.7F; break; case 4: dexScaling = 1.1F; break; case 3: dexScaling = 1.5F; break; case 2: dexScaling = 1.9F; break; case 1: dexScaling = 2.5F; break; default: dexScaling = 0.0F; break; } if(strScaling != 0.0F && dexScaling !=0.0F){ totalAR = (float) Math.ceil( weaponDamage + (weaponDamage * ((strScaling * playerStrength)+(dexScaling * playerDex)/100)) ); } if(strScaling != 0 && dexScaling == 0.0F){ totalAR = (float) Math.ceil( weaponDamage + (weaponDamage * ((strScaling * playerStrength)/100)) ); } if(dexScaling != 0 && strScaling == 0.0F){ totalAR = (float) Math.ceil( weaponDamage + (weaponDamage * ((dexScaling * playerDex)/100)) ); } return totalAR; } } How can I change the damage of the sword that is being generated.
April 2, 201510 yr I'm quite sure you can set an int to be the damage then set it as your tool material: int swordDamage = YourFormula; public static EnumToolMaterial DSRemake = EnumHelper.addToolMaterial("DSRemake", 0, 1000, swordDamge, 0, 0); Also, I suggest at least updating to 1.7 ESPECIALLY for your first mod. Considering 1.6 is no longer supported by forge and, the way everything is made has changed in 1.7; you'll be very confused when switching to 1.7. I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.
April 3, 201510 yr Author I'm quite sure you can set an int to be the damage then set it as your tool material: int swordDamage = YourFormula; public static EnumToolMaterial DSRemake = EnumHelper.addToolMaterial("DSRemake", 0, 1000, swordDamge, 0, 0); Also, I suggest at least updating to 1.7 ESPECIALLY for your first mod. Considering 1.6 is no longer supported by forge and, the way everything is made has changed in 1.7; you'll be very confused when switching to 1.7. Well I kinda tested with the ItemSword code and now it works. I also looked to update to 1.7.10. The reason that I made it for 1.6.4 is because of a mod that my friend and I wanted to use and wasn't updated the last time we checked. I also forgot to say that this is one of the many swords that are gonna be made all with different damage values.
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