Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

I am having trouble retrieving the attack damage of the held item:

 

FMLClientHandler.instance().getClient().thePlayer.getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).getAttributeValue()

 

This always returns 1.0, no matter what is being held

That looks like it would return the damage of the PlayerEntity which fists are weak, and would assume 1.0f damage to be correct for a player to do.

 

Try getting

 

Player.Inventory.HeldItem();

 

and checking the damage of the ITEM rather the PLAYER however most "damage" comes from the material the ITEM is made from.

It doesn't seem like items carry a damage value.

...however most "damage" comes from the material the ITEM is made from.

From ItemSword base class:

    public float getDamageVsEntity()
    {
        return this.material.getDamageVsEntity();
    }

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Not 100% sure if this will work, but here is something you could try:

 

double damage = 0;
for (AttributeModifier modifier : player.getHeldItemMainhand().getAttributeModifiers(EntityEquipmentSlot.MAINHAND).get(SharedMonsterAttributes.ATTACK_DAMAGE.getAttributeUnlocalizedName()))
{
damage += modifier.getAmount();
}

Not every

AttributeModifier

adds a flat amount to the attribute's value, so you can't just sum the value of each modifier to get the total attack damage. Operations 1 and 2 multiply the value by some amount rather than adding a flat value.

 

To calculate the actual attack damage provided by an item, use the attribute system:

  • Create an
    AttributeMap


  • Call
    AttributeMap#registerAttribute

    with

    SharedMonsterAttributes.ATTACK_DAMAGE


  • Store the resulting
    IAttributeInstance

    and set its base value to 1.0 (the same base value used by players)

 

When you want to calculate the attack damage:

  • Remove all existing modifiers from the attribute instance (
    IAttributeInstance#removeModifier

    )

  • Apply the current item's modifiers (
    IAttributeInstance#applyModifier

    )

  • Get the value (
    IAttributeInstance#getAttributeValue

    )

 

Since modifiers can be multiplicative, you may want to include the modifiers provided by the player's other items. A sword that adds 8 attack damage will be better than a sword that adds 50% attack damage if the player's other items add less than 16 attack damage or worse if the player's other items add more than 16 attack damage.

 

I have an example of a similar use of the attribute system here. I copy modifiers from an entity's

SharedMonsterAttributes.MAX_HEALTH

IAttributeInstance

to my own

IAttributeInstance

and adjust the value of a modifier to ensure the entity's max health is at least 2.0.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • Author

Not every

AttributeModifier

adds a flat amount to the attribute's value, so you can't just sum the value of each modifier to get the total attack damage. Operations 1 and 2 multiply the value by some amount rather than adding a flat value.

 

To calculate the actual attack damage provided by an item, use the attribute system:

  • Create an
    AttributeMap


  • Call
    AttributeMap#registerAttribute

    with

    SharedMonsterAttributes.ATTACK_DAMAGE


  • Store the resulting
    IAttributeInstance

    and set its base value to 1.0 (the same base value used by players)

 

When you want to calculate the attack damage:

  • Remove all existing modifiers from the attribute instance (
    IAttributeInstance#removeModifier

    )

  • Apply the current item's modifiers (
    IAttributeInstance#applyModifier

    )

  • Get the value (
    IAttributeInstance#getAttributeValue

    )

 

Since modifiers can be multiplicative, you may want to include the modifiers provided by the player's other items. A sword that adds 8 attack damage will be better than a sword that adds 50% attack damage if the player's other items add less than 16 attack damage or worse if the player's other items add more than 16 attack damage.

 

I have an example of a similar use of the attribute system here. I copy modifiers from an entity's

SharedMonsterAttributes.MAX_HEALTH

IAttributeInstance

to my own

IAttributeInstance

and adjust the value of a modifier to ensure the entity's max health is at least 2.0.

 

Does this look right:

 

IAttributeInstance damage = new AttributeMap().registerAttribute(SharedMonsterAttributes.ATTACK_DAMAGE);
if (itemStack != null)
for (AttributeModifier modifier : mc.thePlayer.getHeldItemMainhand().getAttributeModifiers(EntityEquipmentSlot.MAINHAND).get(SharedMonsterAttributes.ATTACK_DAMAGE.getAttributeUnlocalizedName()))
	damage.applyModifier(modifier);

  • Author

Actually, that doesn't properly calculate bonus damage from things like bane of arthropods. I'm not exactly sure how to do this...

Does this look right:

 

IAttributeInstance damage = new AttributeMap().registerAttribute(SharedMonsterAttributes.ATTACK_DAMAGE);
if (itemStack != null)
for (AttributeModifier modifier : mc.thePlayer.getHeldItemMainhand().getAttributeModifiers(EntityEquipmentSlot.MAINHAND).get(SharedMonsterAttributes.ATTACK_DAMAGE.getAttributeUnlocalizedName()))
	damage.applyModifier(modifier);

 

That looks correct apart from the fact that you're using

Minecraft#thePlayer

.

Minecraft

is a client-only class and can't be used in common code.

 

If this code is meant to run on the server, you need to figure out which player you're running it for. If it's only meant to run on the client, using the client player is acceptable.

 

Actually, that doesn't properly calculate bonus damage from things like bane of arthropods. I'm not exactly sure how to do this...

Use

EnchantmentHelper.getModifierForCreature

to get the bonus damage against a specific

EnumCreatureAttribute

provided by the player's held item.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.