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[1.7]Immunity to fire when wearing custom armor


AimeryCM
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I am trying to make it so that when an entity wears my custom armor, it is immune to magic damage, but the code that i have is not working.

 

public void onBurnDamage(LivingAttackEvent event)
{
    if(event.entity instanceof EntityPlayer)
    {
    	EntityPlayer player = (EntityPlayer)event.entity;
    	if(event.source.equals(DamageSource.lava) || event.source.equals(DamageSource.inFire) || event.source.equals(DamageSource.onFire)){
    		ItemStack head = player.inventory.armorInventory[0];
    		ItemStack chest = player.inventory.armorInventory[1];
    		ItemStack legs = player.inventory.armorInventory[2];
    		ItemStack feet = player.inventory.armorInventory[3];
    		if(head != null && chest != null && legs != null && feet != null){
    			ItemStack helmet = new ItemStack((Item) Item.itemRegistry.getObject(MainClass.fieryHelmet));
    			ItemStack chestplate = new ItemStack((Item) Item.itemRegistry.getObject(MainClass.fieryChestplate));
    			ItemStack Leggs = new ItemStack((Item) Item.itemRegistry.getObject(MainClass.fieryLeggings));
    			ItemStack boots = new ItemStack((Item) Item.itemRegistry.getObject(MainClass.fieryBoots));
    			if(player.getEquipmentInSlot(1) == helmet && player.getEquipmentInSlot(2) == chestplate && player.getEquipmentInSlot(3) == Leggs && player.getEquipmentInSlot(4) == boots){
    				event.setCanceled(true);
    			}
    		}
        }
    }
}

 

If someone can figure out what I am doing wrong that would be great!

 

Also, I am on 1.7 because it is what most other mods I plan on combining with this are on and what I am used to.

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You are comparing ItemStacks not items, ItemStacks hold much more information that is different between between each one, and items there should only ever be one instance of an item in a mod.

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The ItemStacks have a method called getItem()

// Just to get an ItemStack variable 
// An ItemStack with one apple in it
ItemStack stack = new ItemStack(Items.apple, 1);
stackItem = stack.getItem();

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Ok. I used that information and came up with a bit of new code:

 

public void onBurnDamage(LivingAttackEvent event)
{
    if(event.entity instanceof EntityPlayer)
    {
    	EntityPlayer player = (EntityPlayer)event.entity;
    	if(event.source.equals(DamageSource.lava) || event.source.equals(DamageSource.inFire) || event.source.equals(DamageSource.onFire)){
    		ItemStack head = player.inventory.armorInventory[0];
    		ItemStack chest = player.inventory.armorInventory[1];
    		ItemStack legs = player.inventory.armorInventory[2];
    		ItemStack feet = player.inventory.armorInventory[3];
    		if(head != null && chest != null && legs != null && feet != null){
    			ItemStack helmet = player.getEquipmentInSlot(1);
    			ItemStack chestplate = player.getEquipmentInSlot(2);
    			ItemStack Leggs = player.getEquipmentInSlot(3);
    			ItemStack boots = player.getEquipmentInSlot(4);
    			if(helmet.getItem() == MainClass.fieryHelmet && chestplate.getItem() == MainClass.fieryChestplate && Leggs.getItem() == MainClass.fieryLeggings && boots.getItem() == MainClass.fieryBoots){
    				event.setCanceled(true);
    			}
    		}
        }
    }
}

 

Still take damage from fire.

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Well that is an Event did you subscribe it using

MinecraftForge.EVENT_BUS.register(new EventHandler());

 

And your method needs to have @SubcribeEvent above it

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Probably will still render the mob being on fire, it will just give no shits.

(ZombiePigs and Blazes still render being on fire--say, by being in lava--they just don't take damage)

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