Himself12794 Posted May 17, 2015 Posted May 17, 2015 I'm making a mod that adds magic spells to the game. I have it set that a spell is tied to each specific item stack. If the spell has a cast time of 0, then the spell should be cast as long as it is in use. This part works fine. However, after the spell is successful, the item stack must be damaged. The only thing, is that when I damage the item stack while it is still in use, the player does a little bobbing animation. Is there a way to stop that animation? here's my onUsingTick() code: public void onUsingTick(ItemStack stack, EntityPlayer player, int count) { Spell spell = SpellRegistry.lookupSpell(stack); if (spell != null) { String spellName = spell.getName(); String spellSound = spell.getCastSound(); int castTime = spell.getCastTime(); if (castTime <= 0 && count % 4 == 0 ) { if (spell.cast(player.worldObj, player, stack, 1)) { if (spellSound != null) player.playSound(spellSound, 1, 1); stack.damageItem(spell.getStackDamage(), player); } } else if (count == getMaxItemUseDuration(stack) - castTime && spellSound != null) player.playSound(spellSound, 1, 1); } } Perhaps there is a way to prevent this using events? I'm not sure, I never was very good at rendering. I don't suppose that this is too terribly important, but either way, I'd like it to not do that. If it's needed, the rest of my code is on GitHub: https://github.com/Himself12794/usefulthings Quote With all due respect, sir: I do, what I do, the way I do it. ~ MacGyver
Himself12794 Posted May 17, 2015 Author Posted May 17, 2015 I was afraid of that. I was looking through the code and couldn't even figure out what was causing it. I'm about to move onto to using mana to gauge magic use anyway, so in the meantime I'll just accumulate the damage that should be caused, and use getDurabilityForDisplay() to force the correct display while the item is in use. Quote With all due respect, sir: I do, what I do, the way I do it. ~ MacGyver
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