Posted April 4, 201312 yr how exactly do I use it? here's what I have so far. but it doesn't work. By this I mean, it doesn't change anything at all from what I can tell. This is only the relevant part of the class file that I'm posting. so not the whole file. public ArmorLyoko(int i, EnumArmorMaterial enumarmormaterial, int j, int k, String str) { super(i, enumarmormaterial, j, k); this.setCreativeTab(CodeLyoko.LyokoTabs); this.armorType = str; this.setContainerItem(this); } private ItemInWorldManager iiwm; private static double prevReachDistance = 5; private static double currReachDistance = 10; //non-relevant code here public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack stack) { iiwm = new ItemInWorldManager(world); //more non-relevant code here else if (helmet.getItem() == CodeLyoko.YumiHelmet && chest.getItem() == CodeLyoko.YumiChest && legs.getItem() == CodeLyoko.YumiLegs && boots.getItem() == CodeLyoko.YumiBoots) { if(currReachDistance != iiwm.getBlockReachDistance()) { iiwm.setBlockReachDistance(10); } //more non-relevant code here else if (player.getCurrentItemOrArmor(4) == null || player.getCurrentItemOrArmor(3) == null || player.getCurrentItemOrArmor(2) == null || player.getCurrentItemOrArmor(1) == null) { if(currReachDistance != prevReachDistance) { iiwm.setBlockReachDistance(prevReachDistance); } } }
April 4, 201312 yr Author since I use multiple armor pieces for it to work, it's ok to use onArmorTickUpdate
April 5, 201312 yr Author You probably won't get around make a TickHandler here. Because: if you set the reach distance in onArmorTickUpdate and then the player removes the armor, it has no chance to set the reach distance back. Here is how to obtain the ItemInWorldManager: if (player instanceof EntityPlayerMP) { ItemInWorldManager iiwm = ((EntityPlayerMP)player).theItemInWorldManager; // set reach distance } that didn't work. here's my code https://github.com/code-lyoko-modding/CodeLyokoMod/blob/master/matt/lyoko/items/ArmorLyoko.java
April 5, 201312 yr Author you don't understand how the armor works. you need ALL pieces equipped to get the specified effect. So putting it in onArmorTickUpdate works. and I purposefully made it use one class.
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