Posted March 19, 201312 yr Hey together, i have a problem. I want that one block drop multiple Items/Blocks with different quantity. Can anyone show me an example on how to do this? Thanks a lot
March 19, 201312 yr lika dis public int idDropped(int par1, Random par2Random, int par3) { int w = par2Random.nextInt(how many items/block you want it to drop eg 6); if (w == 0) { return modpackage.thisblock.blockID; } if (w == 1) { return Item.ingotGold.shiftedIndex; } if (w == 2) { return Item.ingotIron.shiftedIndex; } if (w == 3) { return Item.emerald.shiftedIndex; } if (w == 4) { return Block.obsidian.blockID; } if (w == 5) { return Item.coal.shiftedIndex; } else { return Item.diamond.shiftedIndex; } } public int quantityDroppedWithBonus(int par1, Random par2Random) { return quantityDropped(par2Random) + par2Random.nextInt(par1 + 1); } public int quantityDropped(Random par1Random) { return 1 + par1Random.nextInt(2); } this shows you how to add more than one drop of a block item or modded block item you can also change the amount dropped, in this example it will drop one to two from the above listed. Use examples, i have aspergers. Examples make sense to me.
March 19, 201312 yr just as an alternative to above public int idDropped(int par1, Random par2Random, int par3) { int randomlyDropAnItem = rand.nextInt(5 - 1) + 1; switch (randomlyDropAnItem) { case 1: return modpackage.thisblock.blockID; case 2: return Item.ingotGold.itemID; case 3: return Item.ingotIron.itemID; case 4: return Item.emerald.itemID; case 5: return Block.obsidian.blockID; case 6: return Item.coal.itemID; default: return Item.diamond.itemID; } }
March 19, 201312 yr Author i mean not different drops on a random number.. i want that when i break the block, that drops 2-3 different items/blocks with a different quantity. is that possible? edit: i found this piece of code on minecraft forum: public void dropBlockAsItemWithChance(World par1World, int par2, int par3, int par4, int par5, float par6, int par7) { if (!par1World.isRemote) { int var8 = this.quantityDroppedWithBonus(par7, par1World.rand); for (int var9 = 0; var9 < var8; ++var9) { if (par1World.rand.nextFloat() <= par6) { int var10 = this.idDropped(par5, par1World.rand, par7); int var11 = 262; if(dropArrows) { this.dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(var10, 1, this.damageDropped(par5))); this.dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(var11, 64, this.damageDropped(par5))); dropArrows = false; } else { if (var10 > 0) { this.dropBlockAsItem_do(par1World, par2, par3, par4, new ItemStack(var10, 1, this.damageDropped(par5))); } } } } } } but i dont know how to integrate this for my usage...
March 19, 201312 yr you mean like one obsidian 3 coal and four sticks? Use examples, i have aspergers. Examples make sense to me.
March 19, 201312 yr This is a meta data sensitive onBlockDestroyedByPlayer() If your block does not use meta data use the one below this public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) { int blockMetaData = par5; switch(blockMetaData) { case 0: par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.coal.itemID, 1, 0))); par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.diamond.itemID, 10, 0))); par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.emerald.itemID, 5, 0))); return; case 1: par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.arrow.itemID, 1, 0))); par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.appleRed.itemID, 10, 0))); par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.flintAndSteel.itemID, 5, 0))); return; } return; } This is the non meta data sensitive version (if your block has no subblocks) public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) { par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.arrow.itemID, 1, 0))); par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.appleRed.itemID, 10, 0))); par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(Item.flintAndSteel.itemID, 5, 0))); } Is this what you want? Note: this code isn't tested, I am not at my pc at the moment so I can't test it.
March 19, 201312 yr Author yes, this is exactly this what i want to do. the code works, but a litte issue is there. Here is the function: public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) { par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(CoreItem.rubin, 1, 0))); } But when i break the block ingame, there are 3 Items to pickup, the block self, the one item i let spawn and the item again, but i cant pick up.. Before Pick up: After Pick up: Have you an idea why are spawning 2 rubins in my case? Thanks already Edit: I dont know how, but now it works probably Thanks a lot
March 19, 201312 yr ilar problem when using onLivingUpdate with cows i get ghost manure Use examples, i have aspergers. Examples make sense to me.
March 19, 201312 yr your drop one item on the server (single player runs on a server) and your running it client side so item a) is a real item item b) is a fake item only shown on the client side not at home right now so I am not sure about how to stop the block from being droped
March 19, 201312 yr Author oh okay, can you try to solve the problem for/with me when you are at home? I test further in the meantime...
March 20, 201312 yr Author Hey, it doesn't work... the same issue than before.. this is actually my onBlockDestroyedByPlayer Code: @Override public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) { if(par1World.isRemote) { Random chance = new Random(); int chance1 = chance.nextInt(10); if (chance1 == 2) { chance1 = chance.nextInt(3); if (chance1 == 0) { par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(CoreItem.malachit.itemID, 1, 0))); } else if (chance1 == 1) { par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(CoreItem.rubin.itemID, 1, 0))); } else if (chance1 == 2) { par1World.spawnEntityInWorld(new EntityItem(par1World, par2, par3, par4, new ItemStack(CoreItem.saphir.itemID, 1, 0))); } } } } EDIT: Oh i forgot to write the "!" for the code... my failure.. i have change if(par1World.isRemote) to if(!par1World.isRemote) and now it works fine. But can someone explain me what does the function "par1World.isRemote"? Thanks
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