Posted September 27, 20195 yr I notice that OnItemRightClick() in the item init was not being called every tick. But I want it to be called every single tick so it can be detected when players hold their mouse in right-click position. How do I solve this? Another question, in the entity class is setSize(0.0625F, 0.0625F) the minimum collisionbox size it can reach?
September 27, 20195 yr Author 1 hour ago, diesieben07 said: If you want a continuous right-click action you have to: Override getMaxItemUseDuration in your Item class to specify the maximum amount of ticks the right-click can be performed. Call EntityPlayer#setActiveHand in onItemRightClick. Item#onUsingTick will be called every tick while right-click is being held. Item#canContinueUsing will be queried to determine if the action should stop. Item#onItemUseFinish will be called once the action finishes (i.e. it was used for getMaxItemUseDuration ticks). Item#onPlayerStoppedUsing will be called if the action is aborted by the player (stopped holding right-click before getMaxItemUseDuration was reached). Thank you! I will have a look at them Edited September 27, 20195 yr by poopoodice
September 27, 20195 yr Author 1 hour ago, diesieben07 said: If you want a continuous right-click action you have to: Override getMaxItemUseDuration in your Item class to specify the maximum amount of ticks the right-click can be performed. Call EntityPlayer#setActiveHand in onItemRightClick. Item#onUsingTick will be called every tick while right-click is being held. Item#canContinueUsing will be queried to determine if the action should stop. Item#onItemUseFinish will be called once the action finishes (i.e. it was used for getMaxItemUseDuration ticks). Item#onPlayerStoppedUsing will be called if the action is aborted by the player (stopped holding right-click before getMaxItemUseDuration was reached). How do you call Item#canContinueUsing?
September 27, 20195 yr Author Quote Read again what I said. You do not call it, it will be called. Oh haha my bad. But what can I do with this method? I tried to override it but I couldnt Edited September 27, 20195 yr by poopoodice
September 27, 20195 yr Author 16 minutes ago, diesieben07 said: By default the action is aborted if the player changes the item (e.g. using scrollwheel). You can override this behavior by overriding this method. Show what you tried and how it didn't work. Nvm, thats not that important anymore. Another question, is there any way to prevent the player from getting slowed during using the item? Edited September 27, 20195 yr by poopoodice
September 27, 20195 yr Author 28 minutes ago, diesieben07 said: I can't even find where it does that in the code, sorry. That's totally fine, I found nothing in the item class as well. Just one last question, is damaging an entity twice or more in a tick possible in minecraft? Or it only count as once? Edited September 27, 20195 yr by poopoodice
September 27, 20195 yr Author 23 minutes ago, diesieben07 said: Once you take damage there is a "hurt resistance time" to further damage, even a few ticks later. You'd have to work around that. Oh wow, thanks.
September 27, 20195 yr Author The damage receive cooldown between every single attack is half a second unless the amount of damage dealt in the duration is larger than the damage dealt before in that half of the second, the entity will take the damage from the source that dealt the most damage, and ignore other damages. (From Minecraft Wiki) Link => https://minecraft.gamepedia.com/Damage#Immunity
September 27, 20195 yr Author In my situation to avoid the attack immune cooldown: raytraceresult.entityHit.setHurtResistanceTime = 0 ; ) link to stackoverflow
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