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[1.9.4] Gun Modifiers


Jedispencer21
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For my gun mod, I want to create items that can be put onto then guns and they are able to modify things such as damage, ect. What I am wondering is what would be the way I would make a single (or multiple) item(s) that each change a different (or multiple) attribute(s) on the gun, and how to define what they change?

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1. Capabilities are, basically, sort of data storage. (in RAM/HDD, anyway)

  So you can use it to store your Capabilities.

2. To use the data, one can use Event System. There are several events like LivingAttackEvent, which will fit your needs.

  - How to use the data in the events?

      1) Get the Caps from the ItemStack

      2) Apply effects for the caps

3. Most event methods of Item class has ItemStack as parameter. So you can also use Caps there, if you have central Item class to control all of the guns.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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Here's the thing, I have a gun item that has and ItemStackHandler that hold all that parts for that gun. What I want is to be able to add upgrades to the gun, and those upgrades modify different things. Also I would like the upgrades to have different tiers/modify multiple things such as say an Upgrade that adds 1 damage and 1 reload, or an upgrade that removes 2 damage and adds 1 clip. How would I do this with or without capabilities? Also these upgrades are not craftable in the crafting table.

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Here's the thing, I have a gun item that has and ItemStackHandler that hold all that parts for that gun. What I want is to be able to add upgrades to the gun, and those upgrades modify different things. Also I would like the upgrades to have different tiers/modify multiple things such as say an Upgrade that adds 1 damage and 1 reload, or an upgrade that removes 2 damage and adds 1 clip. How would I do this with or without capabilities? Also these upgrades are not craftable in the crafting table.

If the upgrades belong to the gun, then you should store the capabilities to the itemstack for guns.

In this case,

1. Upgrades for the gun: Capabilities for the gun.

    - The implementation may vary up to your purpose and design decision.

2. Applying the effect: Use events, and check for the capabilities(upgrades).

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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(US)     CPU: 4x Intel(R) Core(TM) i5-4570T CPU @ 2.90GHz     OptiFine Version: OptiFine_1.16.5_HD_U_G8     OptiFine Build: 20210515-161946     Render Distance Chunks: 8     Mipmaps: 0     Anisotropic Filtering: 1     Antialiasing: 0     Multitexture: false     Shaders: null     OpenGlVersion: 4.3.0 - Build 20.19.15.5058     OpenGlRenderer: Intel(R) HD Graphics 4600     OpenGlVendor: Intel     CpuCount: 4
    • Sorry, I thought originally this was a forge problem , so I made it for this. Anyway, I have THIS for the tick() method ...  public void tick() { if (level.getServer() != null) { super.tick(); } One of my friends told me I needed to check if it was NOT null before the super because otherwise, it was crashing when the entity was spawed- if that's not the solution , then what do i do to stop it from crashing? Here is a pastebin of that crash. Thanks by the way for trying to help me. https://pastebin.com/Qk37BRA6
    • How do you know it's the attributes' problem? For me it sounds more like it's not ticking. (maybe forgot to call super, or the server is frozen.)   Btw you're on the wrong sub forum
    • Basically, my attributes for my TankEntity are not going through. I'm DIRECTLY porting from 1.17, and it worked fine on 1.17 and 16, so I'm pretty confused here. The Entity extends Pig and within it, this is for creating the attributes. public static AttributeSupplier.Builder createAttributes() { return Pig.createLivingAttributes() .add(Attributes.MAX_HEALTH, 90.0D) .add(Attributes.MOVEMENT_SPEED, 0.14f) .add(Attributes.KNOCKBACK_RESISTANCE, 10.0D) .add(Attributes.FOLLOW_RANGE, 0.0D); } Then, in my EntityTypes Registry, I add the attributes.  @Mod.EventBusSubscriber(modid = TankMod.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD) public class TankModEntityTypes { ..... @SubscribeEvent public static void entityAttributesInit(EntityAttributeCreationEvent event) { event.put(TANK_ENTITY_TYPE.get(), TankEntity.createAttributes().build()); } I just don't understand why its not working. This worked fine , before. The Entity spawns, but it weirdly just floats in the air, and when hit it goes red and doesn't stop being red. When the player rides it, its health also doesn't go down. Really strange stuff.  I looked at some other mods which have entity attributes, and it works fine in them. If there's anything else I need to show let me know.
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