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How should I let the player get my mod item?


temporalus

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I'm just wondering if anyone knows if it is possible to make your mod item drop from a vanilla block, so some psudocode for example would be onblockbreak(woodBlock, chance 5%) {drop barkItem(or whatever the mod item is)}

or if you have another good idea on how I can give access to my item without adding my own custom world gen stuff that would be good to hear as well

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Heres a quick bit of code that adds it to spawn in dungeon chests around the map:

DungeonHooks.addDungeonLoot(new ItemStack(ITEM), PERCENT CHANCE OF SPAWN, MINIMUM, MAXIMUM);

 

The example I have is this:

DungeonHooks.addDungeonLoot(new ItemStack(cornKernel), 75, 1, 4);

If you really want help, give that modder a thank you.

 

Modders LOVE thank yous.

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I don't think there's a Forge Event for blocks breaking... but there is a Forge Event for LivingDropsEvent that should be helpful, if you want the item to drop from living entities in the World.

 

From http://www.minecraftforge.net/wiki/Event_Reference#LivingDropsEvent :

 

LivingDropsEvent

 

Used to drop items when a living entity dies.

 

Fields:

 

DamageSource source - the source of the damage killing the entity

 

ArrayList<EntityItem> drops - the list of items the entity will drop, add or remove to this list

 

int lootingLevel - in vanilla Minecraft this is affected by the Looting enchantment

 

boolean recentlyHit - whether the entity was hit recently before its death

 

int specialDropValue - a random integer between 0 and 200 subtracted the looting level. In Vanilla Minecraft this must be below 5 to make a rare drop.

 

Calling source.getEntity() will return an Entity if the damage source is an entity or null otherwise.

 

This event is cancelable, so calling event.setCanceled(true) will cause the entity to drop nothing.

 

It's possible inside the event method (the name doesn't matter) you can make while writing an event class (this name however does!) with this example code:

 

public class YourModLivingDropsEvent {

    private EntityLiving entityDying;
    private DamageSource source;
    private ArrayList<EntityItem> drops;
    private int lootingLevel;
    private boolean recentlyHit;
    private int specialDropValue;

    @ForgeSubscribe
    public void entityDrops(LivingDropsEvent event) {

        entityDying = event.entityLiving;
        source = event.source;		
        drops = event.drops;		
        lootingLevel = event.lootingLevel;
        recentlyHit = event.recentlyHit;
        specialDropValue = event.specialDropValue;

        if (entityDying.getClass() == EntitySpider.class) {
            entityDying.dropItem(someItem.itemID, 1);
        }
    }
}

 

to force it to drop an item from the normal spiders already coded in. Take a look through net.minecraft.entity.*.* to see what other living entities you can make things drop from. If you really want, you could opt to not use the if statement at all for it to drop from all living entities, I believe even players.

 

If you want a drop chance involved, create "Random r = new Random();" (or grab one of the Randoms already working in the Minecraft instance, whichever works) and use something like "if ((r.nextInt(100) + 1) <= 75))" (75 being 75-out-of-100 or 75% chance) inside the first if statement:

 

Random r = new Random();

public void entityDrops(LivingDropsEvent event) {

    if (entityDying.getClass() == EntitySpider.class) {
        if ((r.nextInt(100) + 1) <= 75)) entityDying.dropItem(someItem.itemID, 1);
    }
}

 

After that, register your event class (remember how I said the name mattered?) inside the preInit method of your mod (I don't know if init works just as well, preInit works for me though):

 

@PreInit
public void preInit(FMLPreInitializationEvent event) {
    MinecraftForge.EVENT_BUS.register(new YourModLivingDropEvent());
}

 

And voila, done!

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