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Posted

Ok so i was wondering if it were to be possible for lets say, when a zombie dies, it has a chance to drop a stone sword,

are we able to modify the stone swords properties for that drop?

EX: i kill zombie, and there is an event register and it when it drops the stone sword is modifies the damage as a random float, and the name of it? so it can be like +10 damage?

 

so monster loot has a chance for different and cooler stats?

That would be the LivingDropsEvent

Just make that drop a new item entity which is spawned with an ItemStack of a Sword you modified to have those effects.

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

  • Author

i made a new class

package com.rpgframework.npc;

 

import net.minecraft.entity.monster.EntityZombie;

import net.minecraft.item.Item;

import net.minecraft.item.ItemStack;

import net.minecraftforge.event.entity.living.LivingDropsEvent;

import net.minecraftforge.fml.common.Mod;

 

/**

* Created by 7804364 on 2015-06-26.

*/

public final class DropHandler {

    @Mod.EventHandler

    public static void onEntityDrop(LivingDropsEvent event) {

        if(event.entityLiving instanceof EntityZombie) {

            event.entityLiving.entityDropItem(new ItemStack(Item.getItemById(272)), 1);

        }

    }

}

 

 

How would i call this from my main class???

That's not how you work with events.

 

1. @SubscribeEvent

2. You don't CALL event.

3. Event (this one) will be called everytime living entity dies and drops item.

4. Do not drop items manually - event ships List<EntityItem> drops - add/remove items to/from it.

5. NEVER do this: Item.getItemById(272) - as of 1.7 IDs SHOULDN'T be EVER used in code.

- use direct item instance (e.g MyMod.theItem)

1.7.10 is no longer supported by forge, you are on your own.

  • Author

Ok so,

 

package com.rpgframework.npc;

 

import net.minecraft.entity.monster.EntityZombie;

import net.minecraftforge.event.entity.living.LivingDropsEvent;

import net.minecraftforge.fml.common.eventhandler.EventPriority;

import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

 

/**

* Created by 7804364 on 2015-06-26.

*/

public final class DropHandler {

    @SubscribeEvent(priority= EventPriority.NORMAL, receiveCanceled=true)

    public void onEvent(LivingDropsEvent event)

    {

        if (event.entity instanceof EntityZombie) {

            System.out.println("EntityZombie drops event");

            event.drops.clear();

        }

    }

}

 

 

 

Even though its not being called from the main class, it will still be registered?

 

How do i add a stone sword with edited properties liek damage?

Are you working below Minecraft 1.7?

The right way to register an Event like this in 1.7 is to put this code in the Event class:

@SubscribeEvent
public void onEntityDrop(LivingDropsEvent event) {

 

and this in the Init method in your mod class:

 

MinecraftForge.EVENT_BUS.register(new EntityEventClass());

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

  • Author

Ok awesome it works, but how do i add damage and maybe a description to the itemstack when its called?

 

        if (event.entity instanceof EntityZombie) {

            System.out.println("EntityZombie drops event");

            event.drops.clear();

            ItemStack itemStoneSword = new ItemStack(Items.stone_sword, 1);

            itemStoneSword.setItemDamage(10);

            event.drops.add(new EntityItem(event.entity.worldObj, event.entity.posX,

                    event.entity.posY, event.entity.posZ, itemStoneSword));

        }

The ItemStack can be created using a damage value:

ItemStack(Items.stone_sword, amount, damage)

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

Also the attributes can be modified using:

itemStoneSword.getAttributeModifiers()

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

Forge adds method in Item.class:

/**
     * ItemStack sensitive version of getItemAttributeModifiers
     */
    public Multimap getAttributeModifiers(ItemStack stack)
    {
        return this.getItemAttributeModifiers();
    }

 

You will need to design system that will be saving your attributes to NBT and them using #getAttributeModifiers you will check that NBT and return proper attributes.

1.7.10 is no longer supported by forge, you are on your own.

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