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[1.12.2] Trying to make a entity produce an area of effect that damages and stuns all EntityMobs


NovaViper

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I'm trying to create a talent for DoggyTalents that has the dog produce a roar that has a certain AoE (Area of Effect) range and causes all entities that are extended from EntityMob to be stunned and take damage depending on how much the level of the talent itself. So far I have something like this but there are a few issues with it however:

  1. It only effects one mob at a time, instead of all of them at once
  2. The section that is uncommented now doesn't cause damage but produces the particles

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(read: move the contents of line 53 outside the loop)

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I blanked out the cooldown and it worked perfectly, but kept firing constantly. I did something like this but now it doesn't seem to run at all

 

				cooldown2 = level == 5 ? 20 : 50;
				
				if (dog.getEntityWorld().isRemote) {
					if (this.cooldown2 > 0) {
						this.cooldown2--;
						// System.out.println(this.cooldown2);
					}
				}
				List<EntityMob> list = dog.world.<EntityMob>getEntitiesWithinAABB(EntityMob.class, dog.getEntityBoundingBox().grow(level * 4, 4D, level * 4).expand(0.0D, (double)dog.world.getHeight(), 0.0D));
				//List list = dog.world.getEntitiesWithinAABB(EntityMob.class, dog.getEntityBoundingBox().grow(level * 3, 4D, level * 3));
	            //Iterator iterator = list.iterator();
	            if(!list.isEmpty()) {
	            	for(EntityMob mob : list) {
	            		if (cooldown2 == 0) {
							dog.playSound(SoundEvents.ENTITY_WOLF_GROWL, 1f, 1f);
							mob.spawnExplosionParticle();
							int knockback = (level == 5 ? 3 : 1);
							mob.attackEntityFrom(DamageSource.GENERIC, damage);
							//mob.addPotionEffect(MobEffects.SLOWNESS);
							//mob.addVelocity(-MathHelper.sin(mob.rotationYaw * (float) Math.PI / 180.0F) * knockback * 0.5F, 0.1D, MathHelper.cos(mob.rotationYaw * (float) Math.PI / 180.0F) * knockback * 0.5F);
						}
	            	}
	            }

 

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You need to post the whole class code. Hard to tell what is going on with just a bit of it.

 

Is this your code? The general code is quite complex and shows a fairly high degree of coding ability, but your questions show very little understanding of how to code. So it seems that you've copied code from somewhere else and are trying to modify it a bit. It is okay if you are doing that, but we need to know because otherwise we don't know how to help you -- do you need quick tips or do you need detailed step-by-step help?

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Just now, jabelar said:

You need to post the whole class code. Hard to tell what is going on with just a bit of it.

 

Is this your code? The general code is quite complex and shows a fairly high degree of coding ability, but your questions show very little understanding of how to code. So it seems that you've copied code from somewhere else and are trying to modify it a bit. It is okay if you are doing that, but we need to know because otherwise we don't know how to help you -- do you need quick tips or do you need detailed step-by-step help?

The original code came from another talent called Pest Fighter (No it's not mine basically). I've gotten a bit rusty when it comes to coding this year because of school taking away much of my free time to code in general. I did do a few more changes to the talent.

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Okay, that makes sense. It is okay to modify other people's code but you need to understand what it is doing, so you should think carefully about how the logic works.

 

Your new edits are changing it the wrong way. Your original way was close, you checked for the cooldown okay before the problem was you were also setting it in the loop. All you needed to do was to move the cooldown setting line to the outside of the loop -- but after the loop not before it.

 

They way you're doing it now has lots of problems -- you're reducing the cooldown in a loop all within a single tick, and also attacking the same entity over and over again in that same tick. Please think through the logic very carefully. Remember this loop will be run through the whole loop in a single tick. So if you want something like a cooldown that works over multiple ticks you need to only reduce the cooldown by one each time the code executes. So the loop should be going through the list of entities like it was before, not going through all the possible cooldown values. 

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1 hour ago, Draco18s said:

(read: move the contents of line 53 outside the loop)

 

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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Alright.. I must be really sleepy right now or I'm just that rusty... but I still can't get that cooldown working, but at least I got it where it runs once. https://hastebin.com/coqipakusi.swift

Edited by NovaViper

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I'll try to break this down for you:
First off, this shouldn't be handled on the client, so:

if(dog.world.isRemote)
    return;

Secondly there are the conditions for the dog to have this ability, you can add them to the same if statement:
Since we reverse the conditions, we use "OR" instead of "AND", and we reverse each statement.

if(dog.world.isRemote || masterOrder != 4 || dog.getHealth() <= Constants.lowHealthLevel || dog.isChild() || level < 1)
    return;

 

Now, it's time to check the cooldown.

First we check if the cooldown is more than 0, meaning it's still on cooldown. If it is we will return. We then reduce it by one, so that it will eventually be 0.

if(cooldown > 0){
    cooldown--;
    return;
}
cooldown = level == 5 ? 5 : 20; //5 will happen 4 times in a second and 20 will happen once in a second - are these really the values, you want?

 

Then there's the damage, remember there was no reason to do this stuff, before you had even checked the cooldown:

byte damage = (byte) (level == 5 ? 10 : level);
//Or if 5 isn't the max level, maybe this is what you want:
byte damage = (byte) (level > 4 ? level+5 : level);


I don't know, if you know that operator (a ? b : c), but basically, it's like this:

byte damage;
if(level == 5)
    byte = (byte) 10;
else
    byte = level;

 

Now, it's time to do the action:

for(EntityMob mob : list) {//There's no reason to check if the list is empty, the for loop won't be entered, if there are no elements in it
	//I believe all of these will run on the client as well, if called on the server
    dog.playSound(SoundEvents.ENTITY_WOLF_GROWL, 1f, 1f);
    mob.spawnExplosionParticle();
    mob.attackEntityFrom(DamageSource.GENERIC, damage);
}

 

Then, that should work. I won't be posting the full code, as I want you to read all of it, and put it together yourself. It also might have some typos.

One thing I am concerned about, though is the cooldown simply being a variable. I would probably store it in NBT or dataManager.

You should also initialize the value.
 

Edited by Ruukas
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3 hours ago, Ruukas said:

Then, that should work. I won't be posting the full code, as I want you to read all of it, and put it together yourself. It also might have some typos.

One thing I am concerned about, though is the cooldown simply being a variable. I would probably store it in NBT or dataManager.

You should also initialize the value.
 

I'm working on adding in NBT but. like I said, I'm a bit rusty with this. I'm not sure if I'm doing the NBT storing and retrieving correctly. https://hastebin.com/kicahibage.java

Edited by NovaViper
Just figured out the mob effects

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On 4/2/2018 at 3:06 PM, Ruukas said:

Remove "int cooldown" and instead use a getCooldown() and setCooldown(), which reads or updates the NBT.

I can't get the methods to work since the talent class doesn't have, the IDE keeps saying the class is undefined in IDataWatcher type. https://hastebin.com/opomumuvoq.java

 

Nvm, I figured it out. I got it all working now. Thanks for the advice

Edited by NovaViper
Fixed the error

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  • 7 months later...
On 4/2/2018 at 10:31 PM, Ruukas said:

that operator (a ? b : c)

The Tennerary operator

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