Jump to content

Recommended Posts

Posted (edited)

I am looking for the code that makes Totems of Undying work, because I am trying to make my own version, but the code doesn't exist within the code of the item itself, so where would I find the code for it? I only need to code for the animation it plays, I already know how to detect if an entity is holding the custom totem.

Edited by NullDev
Posted

Search the vanilla code for other references to it.

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.

Posted
  On 3/18/2021 at 6:37 PM, Draco18s said:

Search the vanilla code for other references to it.

Expand  

I found what vanilla uses but it doesn't seem to do anything:

@SubscribeEvent
public static void playerDamage(LivingHurtEvent e) {
  if (e.getEntityLiving() instanceof ServerPlayerEntity) {
    System.out.println("I AM A SERVER PLAYER");
    ServerPlayerEntity serverplayerentity = (ServerPlayerEntity)e.getEntityLiving();
    serverplayerentity.addStat(Stats.ITEM_USED.get(RegistryHandler.TOTEM_OF_DYING.get()));
    CriteriaTriggers.USED_TOTEM.trigger(serverplayerentity, new ItemStack(RegistryHandler.TOTEM_OF_DYING.get()));
  }
}

I see "I AM A SERVER PLAYER" in the console, but no animation seems to play, and this is the only part that is in the LivingEntity class relating to the totem of undying. I don't currently have it check if the player is holding a totem, for ease of testing. The player stats for used totem of dying goes up, but no animation plays. That is the only place in the code that I can find that seems to have a connection to the totems revival. It also gives all the effects within the same function which isLivingEntity.checkTotemDeathProtection()

Posted

That code only deals with tracking the statistics.

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.

  • 3 weeks later...
Posted

Yeah I have no idea why you're asking on the Forge forums about how to mod with Bukkit.

You also appear to be modding for 1.12:

image.png.27af0e291462bb3c8e1d77c8066374c7.png

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.

  • 2 years later...
Posted (edited)

Hey uh.. I think I'm a bit late to the topic.

The way we would wanna do this as Draco18s mentions, is to look for a reference in the game files. Now there isn't a packet-type trigger that I found, but I got the code that @NullDev was trying out to work :D

ServerPlayer serverplayer = (ServerPlayer)player;
serverplayer.awardStat(Stats.ITEM_USED.get(Items.TOTEM_OF_UNDYING), 1);
CriteriaTriggers.USED_TOTEM.trigger(serverplayer, Items.TOTEM_OF_UNDYING.getDefaultInstance());

You basically just have to set the ItemStack in the trigger method to the default ItemStack of a Totem Of Undying.
And then you can add the other effects if you like.

ServerPlayer serverplayer = (ServerPlayer)player;
serverplayer.awardStat(Stats.ITEM_USED.get(Items.TOTEM_OF_UNDYING), 1);
CriteriaTriggers.USED_TOTEM.trigger(serverplayer, Items.TOTEM_OF_UNDYING.getDefaultInstance());

player.setHealth(1.0F);
player.removeAllEffects();
player.addEffect(new MobEffectInstance(MobEffects.REGENERATION, 900, 1));
player.addEffect(new MobEffectInstance(MobEffects.ABSORPTION, 100, 1));
player.addEffect(new MobEffectInstance(MobEffects.FIRE_RESISTANCE, 800, 0));
player.level.broadcastEntityEvent(player, (byte)35);

EDIT: Also fun fact! You CANNOT cancel or change the LivingDeathEvent in any way, so if you are trying to replace the death event by the totem trigger then I would suggest you have a check in the LivingDamageEvent...

if(player.getHealth()-event.getAmount() <= 0){
    event.setCanceled(true);
    ServerPlayer serverplayer = (ServerPlayer)player;
    serverplayer.awardStat(Stats.ITEM_USED.get(Items.TOTEM_OF_UNDYING), 1);
    CriteriaTriggers.USED_TOTEM.trigger(serverplayer, Items.TOTEM_OF_UNDYING.getDefaultInstance());

    player.setHealth(1.0F);
    player.removeAllEffects();
    player.addEffect(new MobEffectInstance(MobEffects.REGENERATION, 900, 1));
    player.addEffect(new MobEffectInstance(MobEffects.ABSORPTION, 100, 1));
    player.addEffect(new MobEffectInstance(MobEffects.FIRE_RESISTANCE, 800, 0));
    player.level.broadcastEntityEvent(player, (byte)35);
}

..Like so

Hope this helps! :D

Edited by Imagine Engine
  • 1 year later...
Posted
  On 8/26/2024 at 6:46 AM, crazyplayz63 said:

Does this work on bedrock? and also which of the code does the revive??

Expand  

This is does not work on Bedrock.

The original question is also a few years old. And was not even meant for Forge.

Forge does not work on Bedrock either.

  • Like 1

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You will find the crash-report or log in your minecraft directory (crash-report or logs folder)
    • Use a modpack which is using these 2 mods as working base:   https://www.curseforge.com/minecraft/modpacks/life-in-the-village-3
    • inicie un mundo donde instale Croptopia y Farmer's Delight, entonces instale el addon Croptopia Delight pero no funciona. es la version 1.18.2
    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.