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MC 1.11.2 Custom armor and tools


winnetrie

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I want to add a  new material called feliron wich is stronger then Diamond. The idea is to add tools and armor made of this material, but when does it become overpowered?

Can i go over the 20 armor units and when i do will the player be invincible? I do not intend to make it that way. It should only be stronger. I believe someone said once before that low hits will be absorbed by the armor but higher hits will still do damage. If this is true, what formula is used to calculate the result or where can i find it?

I always believed that adding more types of metals/ores wich can be used to make armor and tools are almost pointless because they do not really add something to improve the game. Still the idea to have a variety of metals at your disposel sounds great. So is it recommended to add some new ores/metals or better not?

 

EDIT: I also saw there is something called thougness at addArmorMaterial. What does this do? Only diamond has a value of 2.0F all the other armors have 0.0F

Edited by winnetrie
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1 hour ago, winnetrie said:

EDIT: I also saw there is something called thougness at addArmorMaterial. What does this do? Only diamond has a value of 2.0F all the other armors have 0.0F

http://minecraft.gamepedia.com/Armor#Armor_Toughness

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If I recall correctly, every armor point (0-20) stops 4% of the damage. A full bar (20) will stop 80% of the damage.

 

EDIT: apparently I didn't.

Edited by larsgerrits

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9 minutes ago, larsgerrits said:

If I recall correctly, every armor point (0-20) stops 4% of the damage. A full bar (20) will stop 80% of the damage.

This is old and wrong.

 

20 armor will stop 8 of 20 damage (40%).  The more damage you're taking in a single hit, the less effective your armor is.

Quote

Damage Protection

Damage taken depends on the number of defense points, the toughness of the armor worn, and the strength of the attack.

The damage formula is damage = damage * ( 1 - min( 20, max( defensePoints / 5, defensePoints - damage / ( 2 + toughness / 4 ) ) ) / 25 ). Each defense point grants a maximum of 4% damage reduction; the more damage a given attack does, the lower the percentage reduced by the armor, down to a minimum of .8% per defense point. As toughness increases, the amount of defense reduction done by high-damaging attacks is diminished, and as toughness approaches a very high value (through commands), the defense reduction caused by high-damaging attacks becomes negligible.

 

Edited by Draco18s

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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I have set up a custom ItemArmor class that looks like this:

 

public class ItemTemArmor extends ItemArmor{
	
	
	private Item RepairItem;

	public ItemTemArmor(String name, ArmorMaterial materialIn, Item repairitem, int renderIndexIn, EntityEquipmentSlot equipmentSlotIn) {
		super(materialIn, renderIndexIn, equipmentSlotIn);
		
		setUnlocalizedName(name);
		setRegistryName(name);
		setCreativeTab(Tem.itemstab);
		Item RepairItem = repairitem; 
	}
	@Override
    public boolean getIsRepairable(ItemStack toRepair, ItemStack repair)
    {       
        return repair.isItemEqual(new ItemStack(RepairItem)) || super.getIsRepairable(toRepair, repair);
    }
}

As far as i know, this is working fine. However, it looks to simple and i'm afraid i have done it wrong.

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repair.isItemEqual(new ItemStack(RepairItem))

can be simplified torepair.getItem() == RepairItem
Except that RepairItem is always null because you did this:

Item RepairItem = repairitem; 

That variable is local and discarded as soon as the constructor finishes and theprivate Item RepairItem;declared is left undefined.

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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8 minutes ago, Draco18s said:

repair.isItemEqual(new ItemStack(RepairItem))

can be simplified torepair.getItem() == RepairItem
Except that RepairItem is always null because you did this:


Item RepairItem = repairitem; 

That variable is local and discarded as soon as the constructor finishes and theprivate Item RepairItem;declared is left undefined.

O i c , i changed it to public Item RepairItem;  and "Item RepairItem = repairitem" to "RepairItem = repairitem" Works fine now. Thank you

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public/private change wasn't necessary, it was that the local-scope declaration overrode the parent scope declaration.

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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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1 minute ago, Draco18s said:

public/private change wasn't necessary, it was that the local-scope declaration overrode the parent scope declaration.

Ow yes you mean because i did this Item RepairItem= repairitem.

Setting the 'Item' infront just makes local variable to the constructor and the private/public outside the constructor remains undeclared. Right I understand now.

I'm a bit ashamed now, because this seems to be basic programming knowledge. I should not bothering you with this nonsens. Thank you very much!

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I have encountered another problem with the repairing

I have created an ItemTemScythe class extended on the biomesoplenty 1.

For some reason i cannot repair this item with the item i define.

I have used the same technique for sword, shovel, axe and pickaxe

public class ItemTemScythe extends ItemBOPScythe{
	
	private ToolMaterial toolMat;
	public Item RepairItem;

	public ItemTemScythe(ToolMaterial material, Item repairitem, String unlocalizename, String registername) {
		super(material);
		setUnlocalizedName(unlocalizename);
		setRegistryName(registername);
		setCreativeTab(Tem.tooltab);
		toolMat = material;
		RepairItem = repairitem;
		
	}
	
	@Override
    public boolean getIsRepairable(ItemStack toRepair, ItemStack repair)
    {       
        return repair.getItem()==RepairItem || super.getIsRepairable(toRepair, repair);
    }
	
	@Override
    public boolean onBlockDestroyed(ItemStack stack, World worldIn, IBlockState state, BlockPos pos, EntityLivingBase entityLiving)
    {

        if (state.getBlock() == null || worldIn.getBlockState(pos).getBlock() == Blocks.AIR) {return false;}
                        
        boolean isLeaves = state.getBlock().isLeaves(worldIn.getBlockState(pos), worldIn, pos);
        
        int radius = isLeaves ? 0 : 3;
        int height = isLeaves ? 0 : 4;
        if (toolMaterial == ToolMaterial.IRON || toolMaterial == ToolMaterial.GOLD)
        {
            radius = 4;
            height = 4;
        }
        else if (toolMaterial == ToolMaterial.DIAMOND || toolMat == ModItems.FELIRONTOOL)
        {
            radius = 5;
            height = 5;
        }
        
        // automatically damage the item once - for the block originally destroyed
        stack.damageItem(1, entityLiving);
        
        int numberTrimmed = 0;
        if (isLeaves)
        {
            numberTrimmed += trim(stack, entityLiving, worldIn, pos, height, radius, TrimType.TRIM_LEAVES, false, 40);
        }
        else
        {
            // trim once with the corners cut
            numberTrimmed += trim(stack, entityLiving, worldIn, pos, height, radius, TrimType.TRIM_GRASS_AND_FLOWERS, true, 70);
            if (worldIn.rand.nextInt(3) == 0)
            {
                // with one in 3 chance, also do another 'free' trim of a smaller radius, without the corners cut
                // ('free' in the sense that it does not damage the scythe)
                numberTrimmed += trim(stack, entityLiving, worldIn, pos, height, radius - 1, TrimType.TRIM_GRASS_AND_FLOWERS, false, 0);
            }
        }
        return numberTrimmed > 0;
    }

}

 

Edited by winnetrie
Edit: Solved it. i was loading that item before i had loaded the material.
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