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[1.4.7] Multiple Block drops


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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.

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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;
	}
}

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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...

 

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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.

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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:

BeforePickUp.png

 

After Pick up:

AfterPickUp.png

 

 

Have you an idea why are spawning 2 rubins in my case? O.o

 

Thanks already :)

 

Edit:

 

I dont know how, but now it works probably :)

Thanks a lot

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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

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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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