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random item stats on entity drop


7804364

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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?

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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???

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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.

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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?

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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.

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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));

        }

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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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