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Posted

Okay I now have this code:

 

//Zombie Soul
@SubscribeEvent
public void addEntityDrop24(LivingDropsEvent event) {
	if (event.entity instanceof EntityZombie) {
		if (event.source != null && event.source.getEntity() instanceof EntityPlayer) {
			EntityPlayer player = ((EntityPlayer) event.source.getEntity());
			if (player != null) {
				ItemStack holding =  player.inventory.getStackInSlot(player.inventory.currentItem);
				if (holding != null && holding.getItem() instanceof MASoulHarvester) {
					ItemStack itemstack = new ItemStack(MASouls.ZombieSoul, 1);
					event.drops.add(new EntityItem(event.entity.worldObj, event.entity.posX, event.entity.posY, event.entity.posZ, itemstack));
				}
			}
		}
	}
}

 

What this does is makes it so when a player kills a zombie using a specific tool it will drop a soul. How would I make this soul drop have a chance to drop? Like for example a 10% chance to drop a zombie soul when using the specific tool?

 

 

P.S. Massive thanks to Ernio for helping me with this current code. :)

Posted

Okay I now have this code:

 

//Zombie Soul
@SubscribeEvent
public void addEntityDrop24(LivingDropsEvent event) {
	if (event.entity instanceof EntityZombie) {
		if (event.source != null && event.source.getEntity() instanceof EntityPlayer) {
			EntityPlayer player = ((EntityPlayer) event.source.getEntity());
			if (player != null) {
				ItemStack holding =  player.inventory.getStackInSlot(player.inventory.currentItem);
				if (holding != null && holding.getItem() instanceof MASoulHarvester) {
					ItemStack itemstack = new ItemStack(MASouls.ZombieSoul, 1);
					event.drops.add(new EntityItem(event.entity.worldObj, event.entity.posX, event.entity.posY, event.entity.posZ, itemstack));
				}
			}
		}
	}
}

 

What this does is makes it so when a player kills a zombie using a specific tool it will drop a soul. How would I make this soul drop have a chance to drop? Like for example a 10% chance to drop a zombie soul when using the specific tool?

 

 

P.S. Massive thanks to Ernio for helping me with this current code. :)

Posted

This is stupid easy.

 

1) Pick any point in there where it's clear that the player has used the right tool and has slain the right creature, but before the drop is added

2) Get a random number

3) If(rand < threshold) { //add drop }

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

This is stupid easy.

 

1) Pick any point in there where it's clear that the player has used the right tool and has slain the right creature, but before the drop is added

2) Get a random number

3) If(rand < threshold) { //add drop }

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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