Posted June 23, 20169 yr this: @Override public void attackEntityWithRangedAttack(EntityLivingBase nttlb, float rangeMod) { if(f3 >= this.minRange) { this.attacktype = 3; this.worldObj.setEntityState(this, (byte)35); float a = 0.75f + (1-rangeMod) + ((float)(this.rand.nextGaussian() * 0.25D) + ((float)this.worldObj.difficultySetting.getDifficultyId() * 0.11f)) + (nttlb instanceof EntityBat ? 15 : 0); nttlb.attackEntityFrom(DamageSource.causeMobDamage(this), a); nttlb.attackEntityFrom(DamageSource.magic, a); this.playSound("random.fizz", 5.0F, .21F); System.out.println(a); }} the game will ignore the second call to attackEntityFrom. Whatever's listed first is it. My objective is to ensure x amount of damage from any of this mobs attacks bypass armour while the rest is physical damage. The above example is an exception where the damage is low and split 50/50. I added similar lines to all the mobs attacks. The mob, a boss, has one exceptionally powerful attack that current armour will not defend well against, forcing the player to use the mod-added armour to stay alive. causing a portion of the damage as magic/generic is intended to ensure the player still does take damage of some amount.
June 24, 20169 yr Author thank you. resetting the hurtResistanceTime to 0 after each attack worked just fine.
June 24, 20169 yr The last attack shouldn't reset the hurt time, just FYI 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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