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Posted

Hey everyone, I have a tool that extends ItemTool since it is a custom tool that does custom things.

 

however since it is custom I have made a custom damage function and custom break function and custom sound on break, this is due to my tool use doesn't destroy any blocks but now I have the problem that when I do use the tool to destroy a block it revers back to the normal onitemuse functions etc.

 

basically since onitemuse does things like damage items and breaks items already the only thing I would like to override is the sound animation of a particular tool (or if possible a ToolMaterial since I am making a custom sound for each material)

 

any help? thanks.

Posted
  On 9/30/2015 at 8:48 PM, diesieben07 said:

This is all very abstract. Could you please show your code?

 

this is my event handlers (onPlayerClickEvent is where I call my 'attemptToDamage' method and in there is where i do my checking and playing sounds etc):

 

  Reveal hidden contents

 

 

and this is my Tool Class (though probably not needed):

 

  Reveal hidden contents

 

Posted

i 'rake' through grass, turning grass to dirt, doing this i also damage my item and play a sound when it breaks, however if i damage the item till it destroyes by 'breaking' blocks it wont play my sound since it uses its own methods to damage on block break. i would like my sound to be played when the tool breaks from block breaking.

Posted
  On 10/1/2015 at 12:39 PM, diesieben07 said:

Listen for

PlaySoundAtEntityEvent

. Check if

event.name

is

random.break

. If so and the entity is living (

instanceof EntityLivingBase

) and holding your Item (

entity.getHeldItem()

), change

event.name

to whatever you wish the sound to be instead.

 

Thanks, no idea there was an event for that.

Posted
  On 10/1/2015 at 12:39 PM, diesieben07 said:

Listen for

PlaySoundAtEntityEvent

. Check if

event.name

is

random.break

. If so and the entity is living (

instanceof EntityLivingBase

) and holding your Item (

entity.getHeldItem()

), change

event.name

to whatever you wish the sound to be instead.

 

what is the exact name of random.break to check against? can't seem to find it at all :(

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