7804364 Posted June 26, 2015 Share Posted June 26, 2015 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? Quote Link to comment Share on other sites More sharing options...
Busti Posted June 26, 2015 Share Posted June 26, 2015 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. Quote 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 More sharing options...
7804364 Posted June 26, 2015 Author Share Posted June 26, 2015 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??? Quote Link to comment Share on other sites More sharing options...
Ernio Posted June 26, 2015 Share Posted June 26, 2015 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) Quote 1.7.10 is no longer supported by forge, you are on your own. Link to comment Share on other sites More sharing options...
7804364 Posted June 26, 2015 Author Share Posted June 26, 2015 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? Quote Link to comment Share on other sites More sharing options...
Busti Posted June 26, 2015 Share Posted June 26, 2015 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()); Quote 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 More sharing options...
7804364 Posted June 26, 2015 Author Share Posted June 26, 2015 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)); } Quote Link to comment Share on other sites More sharing options...
Busti Posted June 26, 2015 Share Posted June 26, 2015 The ItemStack can be created using a damage value: ItemStack(Items.stone_sword, amount, damage) Quote 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 More sharing options...
Busti Posted June 26, 2015 Share Posted June 26, 2015 Also the attributes can be modified using: itemStoneSword.getAttributeModifiers() Quote 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 More sharing options...
7804364 Posted June 26, 2015 Author Share Posted June 26, 2015 Hm ok, how do i use the modifers? where can i see a list of parameters? Quote Link to comment Share on other sites More sharing options...
Ernio Posted June 26, 2015 Share Posted June 26, 2015 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. Quote 1.7.10 is no longer supported by forge, you are on your own. Link to comment Share on other sites More sharing options...
7804364 Posted June 26, 2015 Author Share Posted June 26, 2015 think you can give me fast example, a bit lost Quote Link to comment Share on other sites More sharing options...
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