Posted July 26, 20178 yr I want to create the Red Tearstone Ring from Dark Souls 1 using the Baubles API. This is what the Ring does: Increase the attack rating of equipped weapons by 50% when the player's health is under 20%. Baubles gives me this method /** * This method is called once per tick if the bauble is being worn by a player */ public void onWornTick(ItemStack itemstack, EntityLivingBase player) { } I have a few questions: How do i get the damage of the equipped weapon? How do I modify that? Does that work for bows, too? Edited July 26, 20178 yr by sknif
July 26, 20178 yr Use AttributeModifiers to modify the damage. This won't work for bows so you'll have to find a workaround (unless bow damage is influenced by the players attack damage which I don't think it is). Developer of Levels and Lost Eclipse
July 26, 20178 yr Author Like this? player.getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).applyModifier(redTearstoneRingBuff); AttributeModifier redTearstoneRingBuff = new AttributeModifier(UUID.fromString("e6107045-134f-4c54-a645-75c3ae5c7a27"), "redTearstoneRingBuff", 0.5, 1); Edited July 26, 20178 yr by sknif
July 26, 20178 yr Author The onWornTick method from Baubles applies the modifer in a loop which leads to a crash, because you can't apply a modifier that already is applied. Can you test for a certain modifier?
July 26, 20178 yr Check to see if the modifier is applied - if not, apply it, else, don't. Remove it in the onUnequipped method. Developer of Levels and Lost Eclipse
July 26, 20178 yr Author how can i check it though? edit: found this public boolean isBuffed(EntityLivingBase player) { if(getAtAtr(player).getModifiersByOperation(1).contains(RED_TEARSTONE_RING_BUFF) == true) { return true; }else { return false; } } hope this works edit2: it works thank you Dos someone have an idea for a bow work-around? Edited July 26, 20178 yr by sknif
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