Alastar Posted June 16, 2013 Share Posted June 16, 2013 I'm add damage to item when player stay in specific block, but I got in a trouble - item fully discharge once player stay at this block. I really think about ticks and threads, but can't invent something working. Quote Link to comment Share on other sites More sharing options...
ObsequiousNewt Posted June 16, 2013 Share Posted June 16, 2013 Can we see your code? Quote BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech. Link to comment Share on other sites More sharing options...
Draco18s Posted June 16, 2013 Share Posted June 16, 2013 My guess is that you're ADDING damage to the item when you actually need to SUBTRACT damage. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
ObsequiousNewt Posted June 16, 2013 Share Posted June 16, 2013 My guess is that you're ADDING damage to the item when you actually need to SUBTRACT damage. He said "discharge"... not that I can understand what he means anyway... Quote BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech. Link to comment Share on other sites More sharing options...
Alastar Posted June 16, 2013 Author Share Posted June 16, 2013 My guess is that you're ADDING damage to the item when you actually need to SUBTRACT damage. He said "discharge"... not that I can understand what he means anyway... I mean add damage to item) Like in Industrial Craft. Item: public void DischargeFilter(int amt, EntityPlayer player) { if(hasFilterFounded == false) { for(int m = 0; m < 100; m++) { ItemStack filter = new ItemStack(apocalypse.Filter,1,m); for(int i = 0; i < player.inventory.getSizeInventory(); i++) { ItemStack item = player.inventory.getStackInSlot(i); if(item != null) { if(item.isItemEqual(filter)) { hasFilterFounded = true; item.damageItem(amt, player); } } } } } hasFilterFounded = false; } Block: public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { if(par5Entity instanceof EntityPlayer) { ItemStack respirator = new ItemStack(apocalypse.Respirator, 1); if(((EntityPlayer) par5Entity).getCurrentItemOrArmor(4) == null || !respirator.isItemEqual(((EntityPlayer) par5Entity).getCurrentItemOrArmor(4))) { if(((AGeneralRespirator) respirator.getItem()).hasFilterLoaded((EntityPlayer) par5Entity) == false) { Debug.log("Entering gas without respirator!"); par5Entity.attackEntityFrom(DamageSource.drown, damage); ((EntityLiving) par5Entity).addPotionEffect(Effect); } if(((EntityPlayer) par5Entity).getCurrentItemOrArmor(4) == null) { par5Entity.attackEntityFrom(DamageSource.drown, damage); ((EntityLiving) par5Entity).addPotionEffect(Effect); } } else if(respirator.isItemEqual(((EntityPlayer) par5Entity).getCurrentItemOrArmor(4))) { if(((AGeneralRespirator) respirator.getItem()).hasFilterLoaded((EntityPlayer) par5Entity) == false) { Debug.log("Entering gas without respirator!"); par5Entity.attackEntityFrom(DamageSource.drown, damage); ((EntityLiving) par5Entity).addPotionEffect(Effect); } ((AGeneralRespirator) respirator.getItem()).DischargeFilter(GasStrength, (EntityPlayer) par5Entity); } } } Quote Link to comment Share on other sites More sharing options...
Alastar Posted June 17, 2013 Author Share Posted June 17, 2013 up Quote Link to comment Share on other sites More sharing options...
ObsequiousNewt Posted June 17, 2013 Share Posted June 17, 2013 That's an inefficient way to damage an ItemStack. Just use stack.setItemDamage(stack.getItemDamage-1); Quote BEWARE OF GOD --- Co-author of Pentachoron Labs' SBFP Tech. Link to comment Share on other sites More sharing options...
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