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Help! please! update Levels mod 1.11.2 > 1.12.2


gui8515

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Hello, I would like help! I do not know how to program very well, but I'm tending to update the mod Levels, there are some errors that I did not understand how I should fix it. If someone could help me, I would be happy.

 

package com.thexfactor117.levels.events;

import java.util.Iterator;
import java.util.List;

import com.thexfactor117.levels.config.Config;
import com.thexfactor117.levels.leveling.Experience;
import com.thexfactor117.levels.leveling.Rarity;
import com.thexfactor117.levels.leveling.attributes.ArmorAttribute;
import com.thexfactor117.levels.leveling.attributes.BowAttribute;
import com.thexfactor117.levels.leveling.attributes.ShieldAttribute;
import com.thexfactor117.levels.leveling.attributes.WeaponAttribute;
import com.thexfactor117.levels.util.NBTHelper;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.passive.EntityAnimal;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.init.Items;
import net.minecraft.init.MobEffects;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemBow;
import net.minecraft.item.ItemShield;
import net.minecraft.item.ItemStack;
import net.minecraft.item.ItemSword;
import net.minecraft.launchwrapper.Launch;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.world.World;
import net.minecraftforge.common.util.FakePlayer;
import net.minecraftforge.event.entity.living.LivingDeathEvent;
import net.minecraftforge.event.entity.living.LivingHurtEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

/**
 * 
 * @author TheXFactor117
 *
 */
public class EventAttack 
{
	@SubscribeEvent
	public void onAttack(LivingHurtEvent event)
	{
		if (event.getSource().getSourceOfDamage() instanceof EntityPlayer && !(event.getSource().getSourceOfDamage() instanceof FakePlayer))
		{
			EntityPlayer player = (EntityPlayer) event.getSource().getSourceOfDamage();
			EntityLivingBase enemy = event.getEntityLiving();
			ItemStack stack = player.inventory.getCurrentItem();
			NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
			
			if (stack != null && nbt != null && stack.getItem() instanceof ItemSword)
			{
				addExperience(nbt, stack, enemy);
				useRarity(nbt, stack, false);
				useAttributes(nbt, event, stack, player, enemy);
				attemptLevel(nbt, stack, player);
			}
		}
		else if (event.getSource().getSourceOfDamage() instanceof EntityLivingBase && event.getEntityLiving() instanceof EntityPlayer)
		{
			EntityPlayer player = (EntityPlayer) event.getEntityLiving();
			EntityLivingBase enemy = (EntityLivingBase) event.getSource().getSourceOfDamage();
			
			if (enemy != null && player != null)
			{
				for (ItemStack stack : player.inventory.armorInventory)
				{
					NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
					
					if (stack != null && nbt != null && stack.getItem() instanceof ItemArmor)
					{
						addExperience(nbt, stack, enemy);
						useRarity(nbt, stack, false);
						useAttributes(nbt, event, stack, player, enemy);
						attemptLevel(nbt, stack, player);
					}
				}
				
				if (player.inventory.offHandInventory.get(0).getItem() instanceof ItemShield)
				{
					ItemStack stack = player.inventory.offHandInventory.get(0);
					NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
					
					if (stack != null && nbt != null && player.getActiveHand() == EnumHand.OFF_HAND)
					{
						addExperience(nbt, stack, enemy);
						useRarity(nbt, stack, false);
						useAttributes(nbt, event, stack, player, enemy);
						attemptLevel(nbt, stack, player);
					}
				}
			}
		}
		else if (event.getSource().getSourceOfDamage() instanceof EntityArrow)
		{
			EntityArrow arrow = (EntityArrow) event.getSource().getSourceOfDamage();
			
			if (arrow.shootingEntity instanceof EntityPlayer)
			{
				EntityPlayer player = (EntityPlayer) arrow.shootingEntity;
				EntityLivingBase enemy = event.getEntityLiving();
				ItemStack stack = player.inventory.getCurrentItem();
				NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
				
				if (player != null && enemy != null && stack != null && nbt != null && stack.getItem() instanceof ItemBow)
				{
					addExperience(nbt, stack, enemy);
					useRarity(nbt, stack, false);
					useAttributes(nbt, event, stack, player, enemy);
					attemptLevel(nbt, stack, player);
				}
			}
			else if (arrow.shootingEntity instanceof EntityLivingBase)
			{
				EntityPlayer player = (EntityPlayer) event.getEntityLiving();
				EntityLivingBase enemy = (EntityLivingBase) arrow.shootingEntity;
				
				if (player != null && enemy != null)
				{
					for (ItemStack stack : player.inventory.armorInventory)
					{
						NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
						
						if (stack != null && nbt != null && stack.getItem() instanceof ItemArmor)
						{
							addExperience(nbt, stack, enemy);
							useRarity(nbt, stack, false);
							useAttributes(nbt, event, stack, player, enemy);
							attemptLevel(nbt, stack, player);
						}
					}
					
					if (player.inventory.offHandInventory.get(0).getItem() instanceof ItemShield)
					{
						ItemStack stack = player.inventory.offHandInventory.get(0);
						NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
						
						if (stack != null && nbt != null && player.getActiveHand() == EnumHand.OFF_HAND)
						{
							addExperience(nbt, stack, enemy);
							useRarity(nbt, stack, false);
							useAttributes(nbt, event, stack, player, enemy);
							attemptLevel(nbt, stack, player);
						}
					}
				}
			}
		}
	}
	
	/**
	 * Called every time a living entity dies.
	 * @param event
	 */
	@SubscribeEvent
	public void onLivingDeath(LivingDeathEvent event)
	{
		if (event.getSource().getSourceOfDamage() instanceof EntityPlayer && !(event.getSource().getSourceOfDamage() instanceof FakePlayer))
		{
			EntityPlayer player = (EntityPlayer) event.getSource().getSourceOfDamage();
			EntityLivingBase enemy = event.getEntityLiving();
			ItemStack stack = player.inventory.getCurrentItem();
			NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
			
			if (player != null && enemy != null && stack != null && nbt != null && stack.getItem() instanceof ItemSword)
			{
				addExperience(nbt, stack, enemy);
				useRarity(nbt, stack, true);
				attemptLevel(nbt, stack, player);
			}
		}
		else if (event.getSource().getSourceOfDamage() instanceof EntityArrow)
		{
			EntityArrow arrow = (EntityArrow) event.getSource().getSourceOfDamage();
			
			if (arrow.shootingEntity instanceof EntityPlayer)
			{
				EntityPlayer player = (EntityPlayer) arrow.shootingEntity;
				EntityLivingBase enemy = event.getEntityLiving();
				ItemStack stack = player.inventory.getCurrentItem();
				NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
				
				if (player != null && enemy != null && stack != null && nbt != null && stack.getItem() instanceof ItemBow)
				{
					addExperience(nbt, stack, enemy);
					useRarity(nbt, stack, true);
					attemptLevel(nbt, stack, player);
					
					if (BowAttribute.RECOVER.hasAttribute(nbt))
					{
						enemy.dropItem(Items.ARROW, (int) (Math.random() * 2));
					}
				}
			}
		}
	}
	
	/**
	 * Adds experience to the stack's NBT.
	 * @param nbt
	 * @param stack
	 * @param enemy
	 */
	private void addExperience(NBTTagCompound nbt, ItemStack stack, EntityLivingBase enemy)
	{
		if (Experience.getLevel(nbt) < Config.maxLevel)
		{
			// DEV
			boolean isDev = (Boolean) Launch.blackboard.get("fml.deobfuscatedEnvironment");
			
			if (isDev)
			{
				Experience.setExperience(nbt, Experience.getExperience(nbt) + 200);
			}
			
			// WEAPONS AND BOW
			if (stack.getItem() instanceof ItemSword || stack.getItem() instanceof ItemBow)
			{
				int xp = (int) (enemy.getMaxHealth() * 0.2);
				Experience.setExperience(nbt, Experience.getExperience(nbt) + xp);
			}
			
			// ARMOR AND SHIELD
			if (stack.getItem() instanceof ItemArmor || stack.getItem() instanceof ItemShield)
			{
				int xp = 0;
				
				// Default to use Attack Damage if available; uses Health if Attack Damage doesn't exist.
				if (enemy.getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE) != null)
				{
					xp = (int) (enemy.getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).getAttributeValue() * 0.5);
				}
				else
				{
					xp = (int) (enemy.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).getAttributeValue() * 0.5);
				}
				
				Experience.setExperience(nbt, Experience.getExperience(nbt) + xp);
			}
		}
	}
	
	/**
	 * Uses rarity bonuses, such as bonus experience or durability bonuses. 
	 * @param nbt
	 * @param stack
	 */
	private void useRarity(NBTTagCompound nbt, ItemStack stack, boolean death)
	{
		Rarity rarity = Rarity.getRarity(nbt);
		
		if (rarity != Rarity.DEFAULT)
		{
			int var;
			int var1;
			int var2;
			int var3;
			
			switch (rarity)
			{
				case UNCOMMON: // 6% chance of adding 1-3 experience points; 6% chance of not using durability
					if ((stack.getItem() instanceof ItemArmor || stack.getItem() instanceof ItemShield) || ((stack.getItem() instanceof ItemSword || stack.getItem() instanceof ItemBow) && death))
					{
						var = (int) (Math.random() * 15);
						var1 = (int) (Math.random() * 3 + 1);
						if (var == 0) Experience.setExperience(nbt, Experience.getExperience(nbt) + var1);
					}
					
					if (!Config.unlimitedDurability && !death)
					{
						var2 = (int) (Math.random() * 15);
						if (var2 == 0) stack.setItemDamage(stack.getItemDamage() - 1);
					}
					
					break;
				case RARE: // 10% chance of adding 1-5 experience points; 10% chance of not using durability AND gaining an additional durability point
					if ((stack.getItem() instanceof ItemArmor || stack.getItem() instanceof ItemShield) || ((stack.getItem() instanceof ItemSword || stack.getItem() instanceof ItemBow) && death))
					{
						var = (int) (Math.random() * 10);
						var1 = (int) (Math.random() * 5 + 1);
						if (var == 0) Experience.setExperience(nbt, Experience.getExperience(nbt) + var1);
					}
					
					if (!Config.unlimitedDurability && !death)
					{
						var2 = (int) (Math.random() * 10);
						var3 = (int) (Math.random() * 2);
						if (var2 == 0) stack.setItemDamage(stack.getItemDamage() - (1 + var3));
					}
					
					break;
				case LEGENDARY: // 14% chance of adding 3-5 experience points; 14% chance of not using durability AND gaining 1-3 durability points
					if ((stack.getItem() instanceof ItemArmor || stack.getItem() instanceof ItemShield) || ((stack.getItem() instanceof ItemSword || stack.getItem() instanceof ItemBow) && death))
					{
						var = (int) (Math.random() * 7);
						var1 = (int) (Math.random() * 5 + 3);
						if (var == 0) Experience.setExperience(nbt, Experience.getExperience(nbt) + var1);
					}
					
					if (!Config.unlimitedDurability && !death)
					{
						var2 = (int) (Math.random() * 7);
						var3 = (int) (Math.random() * 3 + 1);
						if (var2 == 0) stack.setItemDamage(stack.getItemDamage() - (1 + var3));
					}
					
					break;
				case MYTHIC: // 20% chance of adding 3-10 experience points; 20% chance of not using durability AND gaining 1-5 durability points
					if ((stack.getItem() instanceof ItemArmor || stack.getItem() instanceof ItemShield) || ((stack.getItem() instanceof ItemSword || stack.getItem() instanceof ItemBow) && death))
					{
						var = (int) (Math.random() * 5);
						var1 = (int) (Math.random() * 8 + 3);
						if (var == 0) Experience.setExperience(nbt, Experience.getExperience(nbt) + var1);
					}
					
					if (!Config.unlimitedDurability && !death)
					{
						var2 = (int) (Math.random() * 5);
						var3 = (int) (Math.random() * 5 + 1);
						if (var2 == 0) stack.setItemDamage(stack.getItemDamage() - (1 + var3));
					}
					
					break;
				default:
					break;
			}
		}
	}
	
	/**
	 * Uses any attributes the stack currently has.
	 * @param nbt
	 * @param event
	 * @param stack
	 * @param player
	 * @param enemy
	 */
	private void useAttributes(NBTTagCompound nbt, LivingHurtEvent event, ItemStack stack, EntityPlayer player, EntityLivingBase enemy)
	{		
		// WEAPONS
		if (stack.getItem() instanceof ItemSword)
		{
			if (WeaponAttribute.FIRE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.setFire((int) WeaponAttribute.FIRE.getCalculatedValue(nbt, 4, 1.25)); // 25% chance; tiers: (4 second, 5 second, 6 second)
			if (WeaponAttribute.FROST.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.SLOWNESS, (int) WeaponAttribute.FROST.getCalculatedValue(nbt, 20, 1.5), 10)); // 25% chance; tiers: (1 second, 1.5 second, 2.25 second)
			if (WeaponAttribute.POISON.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.POISON, (int) WeaponAttribute.POISON.getCalculatedValue(nbt, 20 * 7, 1.5), WeaponAttribute.POISON.getAttributeTier(nbt))); // 25% chance; tiers: (7 second, 10.5 second, 15.75 second)
			if (WeaponAttribute.DURABLE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) stack.setItemDamage(stack.getItemDamage() - (int) WeaponAttribute.DURABLE.getCalculatedValue(nbt, 1, 2)); // 25% chance; tiers: (1 point, 2 point, 4 point)
			if (WeaponAttribute.ABSORB.hasAttribute(nbt) && (int) (Math.random() * 5) == 0) player.setHealth(player.getHealth() + (float) (event.getAmount() * WeaponAttribute.ABSORB.getCalculatedValue(nbt, 0.25, 1.5))); // 14% chance; returns half the damage dealt back as health; tiers: (25%, 37.5%, 56.25%)
			if (WeaponAttribute.VOID.hasAttribute(nbt) && (int) (Math.random() * WeaponAttribute.VOID.getCalculatedValue(nbt, 15, 0.8)) == 0) enemy.setHealth(0.001F); // tiers: (6% chance, 8% chance, 1125%% chance); sets enemies health to something small, so damage kills enemy in one hit
			
			if (WeaponAttribute.CRITICAL.hasAttribute(nbt) && (int) (Math.random() * 5) == 0)
			{
				float bonus = (float) (event.getAmount() * WeaponAttribute.CRITICAL.getCalculatedValue(nbt, 0.20, 1.5)); // 20% chance; tiers: (20%, 30%, 45%)
				event.setAmount(event.getAmount() + bonus);
			}
			
			if (WeaponAttribute.CHAINED.hasAttribute(nbt) && (int) (Math.random() * 10) == 0)
			{
				double radius = 10;
				World world = enemy.getEntityWorld();
				List<EntityLivingBase> entityList = world.getEntitiesWithinAABB(EntityLivingBase.class, new AxisAlignedBB(player.posX - radius, player.posY - radius, player.posZ - radius, player.posX + radius, player.posY + radius, player.posZ + radius));
				Iterator<EntityLivingBase> iterator = entityList.iterator();
				
				while (iterator.hasNext())
				{
                    Entity entity = (Entity) iterator.next();
					
					if (entity instanceof EntityLivingBase && !(entity instanceof EntityPlayer) && !(entity instanceof EntityAnimal))
					{
						entity.attackEntityFrom(DamageSource.causePlayerDamage(player), event.getAmount() / 2);
					}
				}
			}
		}
		
		// ARMOR
		if (stack.getItem() instanceof ItemArmor)
		{
			if (ArmorAttribute.FIRE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.setFire((int) ArmorAttribute.FIRE.getCalculatedValue(nbt, 4, 1.25)); // 25% chance; tiers: (4 second, 5 second, 6 second)
			if (ArmorAttribute.FROST.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.SLOWNESS, (int) ArmorAttribute.FROST.getCalculatedValue(nbt, 20, 1.5), 10)); // 25% chance; tiers: (1 second, 1.5 second, 2.25 second)
			if (ArmorAttribute.POISON.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.POISON, (int) ArmorAttribute.POISON.getCalculatedValue(nbt, 20 * 7, 1.5), ArmorAttribute.POISON.getAttributeTier(nbt))); // 25% chance; tiers: (7 second, 10.5 second, 15.75 second)
			if (ArmorAttribute.DURABLE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) stack.setItemDamage(stack.getItemDamage() - (int) ArmorAttribute.DURABLE.getCalculatedValue(nbt, 1, 2)); // 25% chance; tiers: (1 point, 2 point, 4 point)
			if (ArmorAttribute.MAGICAL.hasAttribute(nbt) && event.getSource().isMagicDamage()) event.setAmount((float) (event.getAmount() * ArmorAttribute.MAGICAL.getCalculatedValue(nbt, 0.2, 1.5))); // tiers: (20%, 30%, 45%) 
		}
		
		// BOW
		if (stack.getItem() instanceof ItemBow)
		{
			if (BowAttribute.FIRE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.setFire((int) BowAttribute.FIRE.getCalculatedValue(nbt, 4, 1.25)); // 25% chance; tiers: (4 second, 5 second, 6 second)
			if (BowAttribute.FROST.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.SLOWNESS, (int) BowAttribute.FROST.getCalculatedValue(nbt, 20, 1.5), 10)); // 25% chance; tiers: (1 second, 1.5 second, 2.25 second)
			if (BowAttribute.POISON.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.POISON, (int) BowAttribute.POISON.getCalculatedValue(nbt, 20 * 7, 1.5), BowAttribute.POISON.getAttributeTier(nbt))); // 25% chance; tiers: (7 second, 10.5 second, 15.75 second)
			if (BowAttribute.DURABLE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) stack.setItemDamage(stack.getItemDamage() - (int) BowAttribute.DURABLE.getCalculatedValue(nbt, 1, 2)); // 25% chance; tiers: (1 point, 2 point, 4 point)
			if (BowAttribute.ABSORB.hasAttribute(nbt) && (int) (Math.random() * 5) == 0) player.setHealth(player.getHealth() + (float) (event.getAmount() * BowAttribute.ABSORB.getCalculatedValue(nbt, 0.25, 1.5))); // 14% chance; returns half the damage dealt back as health; tiers: (25%, 37.5%, 56.25%)
			if (BowAttribute.VOID.hasAttribute(nbt) && (int) (Math.random() * BowAttribute.VOID.getCalculatedValue(nbt, 15, 0.8)) == 0) enemy.setHealth(0.001F); // tiers: (6% chance, 8% chance, 1125%% chance); sets enemies health to something small, so damage kills enemy in one hit
			
			if (BowAttribute.CRITICAL.hasAttribute(nbt) && (int) (Math.random() * 5) == 0)
			{
				float bonus = (float) (event.getAmount() * BowAttribute.CRITICAL.getCalculatedValue(nbt, 0.20, 1.5)); // 20% chance; tiers: (20%, 30%, 45%)
				event.setAmount(event.getAmount() + bonus);
			}
		}
		
		// SHIELD
		if (stack.getItem() instanceof ItemShield)
		{
			if (ShieldAttribute.FIRE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.setFire((int) ShieldAttribute.FIRE.getCalculatedValue(nbt, 4, 1.25)); // 25% chance; tiers: (4 second, 5 second, 6 second)
			if (ShieldAttribute.FROST.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.SLOWNESS, (int) ShieldAttribute.FROST.getCalculatedValue(nbt, 20, 1.5), 10)); // 25% chance; tiers: (1 second, 1.5 second, 2.25 second)
			if (ShieldAttribute.POISON.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) enemy.addPotionEffect(new PotionEffect(MobEffects.POISON, (int) ShieldAttribute.POISON.getCalculatedValue(nbt, 20 * 7, 1.5), ShieldAttribute.POISON.getAttributeTier(nbt))); // 25% chance; tiers: (7 second, 10.5 second, 15.75 second)
			if (ShieldAttribute.DURABLE.hasAttribute(nbt) && (int) (Math.random() * 4) == 0) stack.setItemDamage(stack.getItemDamage() - (int) ShieldAttribute.DURABLE.getCalculatedValue(nbt, 1, 2)); // 25% chance; tiers: (1 point, 2 point, 4 point)
		}
	}
	
	/**
	 * Attempts to level up the current stack.
	 * @param stack
	 * @param player
	 */
	private void attemptLevel(NBTTagCompound nbt, ItemStack stack, EntityPlayer player)
	{
		Experience.levelUp(player, stack);
		NBTHelper.saveStackNBT(stack, nbt);
	}
}

 

package com.thexfactor117.levels.events.attributes;

import com.thexfactor117.levels.leveling.attributes.BowAttribute;
import com.thexfactor117.levels.util.NBTHelper;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.entity.projectile.EntityArrow.PickupStatus;
import net.minecraft.entity.projectile.EntityTippedArrow;
import net.minecraft.item.ItemBow;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraftforge.event.entity.player.ArrowLooseEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

/**
 * 
 * @author TheXFactor117
 *
 */
public class EventBarrage 
{
	@SuppressWarnings("static-access")
	@SubscribeEvent
	public void onBowFire(ArrowLooseEvent event)
	{
		EntityPlayer player = event.getEntityPlayer();
		ItemStack stack = event.getBow();
		NBTTagCompound nbt = NBTHelper.loadStackNBT(stack);
		
		if (player != null && stack != null && nbt != null && !player.getEntityWorld().isRemote)
		{
			if (BowAttribute.BARRAGE.hasAttribute(nbt))
			{
				for (int i = 0; i < (int) BowAttribute.BARRAGE.getCalculatedValue(nbt, 3, 1.5); i++)
				{
					EntityArrow entityarrow = new EntityTippedArrow(player.getEntityWorld(), player);
					entityarrow.setAim(player, player.rotationPitch, player.rotationYaw, 0, ((ItemBow) event.getBow().getItem()).getArrowVelocity(event.getCharge()) * 3, 20F);
					entityarrow.pickupStatus = PickupStatus.DISALLOWED;
					player.getEntityWorld().spawnEntity(entityarrow);
				}
			}
		}
	}
}

 

1.png

2.png

Edited by gui8515
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You can use MCPBot to get the new mapping names, or guess what they could be.

playerEntity has probably been renamed to player and getSourceOfDamage has probably been renamed to getSource

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12 minutes ago, Cadiboo said:

You can use MCPBot to get the new mapping names, or guess what they could be.

playerEntity has probably been renamed to player and getSourceOfDamage has probably been renamed to getSource

I do not know how to use this "MCPBot" is a beginner in the world of modification. Would you help me?

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1 hour ago, gui8515 said:

I do not know how to program very well

Do you know the basics of Java?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, gui8515 said:

Yes, but not too much?

Learn that first, modding is incredibly difficult if you don't.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, gui8515 said:

I know this, I will have java in the next module in college, I program a little in php and c #

Then you should be able to solve the errors you have. They are errors in method signatures.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 minute ago, gui8515 said:

I'm having difficulty with this because it's the first time I edit with mods

Ok. This is your problem, its not a problem with it being about mods. It is a problem with those methods not existing, they have different names now.

 

6 minutes ago, Animefan8888 said:

They are errors in method signatures.

 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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As I said, guess or use MCPBot. They have a website or a discord

http://mcpbot.bspk.rs/

https://discord.gg/h4whGT9

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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