Jump to content

random item stats on entity drop


7804364

Recommended Posts

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?

Link to comment
Share on other sites

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???

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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));

        }

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I have a problem, I am trying to put two different effects to two different armors but when I run it only the emerald armor effect works. This is the code public class ModArmorItem extends ArmorItem{ private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.OBSIDIAN, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); public ModArmorItem(ArmorMaterial pMaterial, Type pType, Properties pProperties) { super(pMaterial, pType, pProperties); } @Override public void onArmorTick(ItemStack stack, Level world, Player player){ if (!world.isClientSide()) { if (hasFullSuitOfArmorOn(player)) { evaluateArmorEffects(player); } } } private void evaluateArmorEffects(Player player) { for (Map.Entry<ArmorMaterial,MobEffectInstance> entry : MATERIAL_TO_EFFECT_MAP.entrySet()){ ArmorMaterial mapArmorMaterial = entry.getKey(); MobEffectInstance mapStatusEffect = entry.getValue(); if (hasCorrectArmorOn(mapArmorMaterial, player)) { addStatusEffectForMaterial(player, mapArmorMaterial, mapStatusEffect); } } } private void addStatusEffectForMaterial(Player player, ArmorMaterial mapArmorMaterial, MobEffectInstance mapStatusEffect) { boolean hasPlayerEffect = player.hasEffect(mapStatusEffect.getEffect()); if (hasCorrectArmorOn(mapArmorMaterial, player) && !hasPlayerEffect) { player.addEffect(new MobEffectInstance(mapStatusEffect)); } } private boolean hasCorrectArmorOn(ArmorMaterial material, Player player) { for (ItemStack armorStack : player.getInventory().armor){ if (!(armorStack.getItem() instanceof ArmorItem)) { return false; } } ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem()); ArmorItem breastplace = ((ArmorItem)player.getInventory().getArmor(2).getItem()); ArmorItem leggins = ((ArmorItem)player.getInventory().getArmor(1).getItem()); ArmorItem boots = ((ArmorItem)player.getInventory().getArmor(0).getItem()); return helmet.getMaterial() == material && breastplace.getMaterial() == material && leggins.getMaterial() == material && boots.getMaterial() == material; } private boolean hasFullSuitOfArmorOn(Player player){ ItemStack helmet = player.getInventory().getArmor(3); ItemStack breastplace = player.getInventory().getArmor(2); ItemStack leggins = player.getInventory().getArmor(1); ItemStack boots = player.getInventory().getArmor(0); return !helmet.isEmpty() && !breastplace.isEmpty() && !leggins.isEmpty() && !boots.isEmpty(); } } Also when I place two effects on the same armor, the game crashes. Here is the crash file. The code is the same, only this part is different   private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); I hope you guys can help me. Thanks.
    • I removed all related embeddium and oculus mods, i just tested it by disconnecting and the error happened again. heres the report https://pastebin.com/1kcR5wAt   EDIT: i tried removing xaeros and also smoothboot thinking there may be an issue there, nothing, heres that report too. https://pastebin.com/zQS7i9rM
    • Hi, I need suggestions. I am a beginner in Minecraft Modding. I would like to apply custom effects to some armors, something like: more chance to drop seeds, change zombie awareness, drop more pieces of wood when chopping logs, and things like that. How would you recommend me to do it, is there any library that has something similar and which ones would you recommend me?.
    • "downloading minecraft server failed, invalid Checksum. try again, or manually place server.jar to skip download"    
    • You have to create an Entity class called PlayerPart and use multiple of them to make the different parts of the player. See EnderDragonPart.java source code. The green hitboxes of the dragon are all EnderDragonParts
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.