Posted November 6, 20204 yr I have made a set of armor that, when the full set is worn, the player is granted with 2 additional hearts. Whenever you take the armor off, the two extra hearts disappear but are still "there" and the player acts as though he has 12 hearts when only 10 are shown (until the player takes enough damage to lose those 2 extra hearts then it is like vanilla MC with 10 hearts). I was just wondering what else to do to check and remove the extra life so when the armor is off, the player has only 10 hearts (not the extra 2 hearts that are "there" till damage gets rid of them). public class HoneyArmorItem extends ArmorItem { public HoneyArmorItem(IArmorMaterial materialIn, EquipmentSlotType slot, Properties builder) { super(materialIn, slot, builder); } @Override public void onArmorTick(ItemStack stack, World world, PlayerEntity player) { if(player.inventory.armorItemInSlot(0).getItem() == ItemInit.HONEY_BOOTS.get() && player.inventory.armorItemInSlot(1).getItem() == ItemInit.HONEY_LEGGINGS.get() && player.inventory.armorItemInSlot(2).getItem() == ItemInit.HONEY_CHESTPLATE.get() && player.inventory.armorItemInSlot(3).getItem() == ItemInit.HONEY_HELMET.get()) { player.getAttributes().getAttributeInstance(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(24); } else { super.onArmorTick(stack, world, player); player.getAttributes().getAttributeInstance(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(20); } } }
November 6, 20204 yr You should probably apply modifiers on attributes instead of directly modify their base values.. but I'm not sure if there's anything to do with this.
November 6, 20204 yr Author I tried applying modifiers straight out but then I ran into the issue of infinitely adding 2 more hearts.
November 6, 20204 yr Author public class HoneyArmorItem extends ArmorItem { public HoneyArmorItem(IArmorMaterial materialIn, EquipmentSlotType slot, Properties builder) { super(materialIn, slot, builder); } @Override public void onArmorTick(ItemStack stack, World world, PlayerEntity player) { if(player.inventory.armorItemInSlot(0).getItem() == ItemInit.HONEY_BOOTS.get() && player.inventory.armorItemInSlot(1).getItem() == ItemInit.HONEY_LEGGINGS.get() && player.inventory.armorItemInSlot(2).getItem() == ItemInit.HONEY_CHESTPLATE.get() && player.inventory.armorItemInSlot(3).getItem() == ItemInit.HONEY_HELMET.get()) { player.getAttribute(SharedMonsterAttributes.MAX_HEALTH).applyModifier(new AttributeModifier("MaxHealth", 4.0f, AttributeModifier.Operation.ADDITION)); } else { super.onArmorTick(stack, world, player); player.getAttribute(SharedMonsterAttributes.MAX_HEALTH).removeModifier(new AttributeModifier("MaxHealth", 4.0f, AttributeModifier.Operation.ADDITION)); } } }
November 6, 20204 yr You are applying a new modifier every tick, you should create a static final modifier, then apply/remove it to the player if the player has the modifier. Edited November 6, 20204 yr by poopoodice
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