Jump to content

Adding Parameters


ZacDoesStuff

Recommended Posts

Alright, the method I have is public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack itemStack), but I want it to also check for a block that the player is on, so I'm using world.getBlockID(par2, par3, par4), but how do I correctly add the par2, par3, par4 into the method?

Link to comment
Share on other sites

public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack itemStack)

    {

super.onArmorTickUpdate(world, player, itemStack);

ItemStack boots = player.getCurrentArmor(0);

ItemStack legs = player.getCurrentArmor(1);

ItemStack chest = player.getCurrentArmor(2);

ItemStack helm = player.getCurrentArmor(3);

// legs = 1, chest = 2, helm = 3

 

 

if (boots != null && boots.getItem() == CanadianMod.skates && legs != null && legs.getItem() == CanadianMod.hockeyPants

&& chest != null && chest.getItem() == CanadianMod.hockeyChest &&  helm != null && helm.getItem() == CanadianMod.hockeyHelmet && world.getBlockId((int)player.posX, (int)player.posX, (int)player.posX) == Block.ice.blockID){

 

 

player.motionX *= 1.1D;

player.motionZ *= 1.1D;

 

}

 

}

Link to comment
Share on other sites

Here you go, keep in mind I'm in 1.6.4 :)

 

public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack itemStack)

    {

super.onArmorTickUpdate(world, player, itemStack);

ItemStack boots = player.getCurrentArmor(0);

ItemStack legs = player.getCurrentArmor(1);

ItemStack chest = player.getCurrentArmor(2);

ItemStack helm = player.getCurrentArmor(3);

// legs = 1, chest = 2, helm = 3

 

 

if (boots != null && boots.getItem() == CanadianMod.skates && legs != null && legs.getItem() == CanadianMod.hockeyPants

&& chest != null && chest.getItem() == CanadianMod.hockeyChest &&  helm != null && helm.getItem() == CanadianMod.hockeyHelmet && world.getBlockId((int)player.posX, (int)player.posY, (int)player.posZ) == Block.ice.blockID){

 

 

player.motionX *= 1.1D;

player.motionZ *= 1.1D;

 

}}

 

 

The player.motionX and Z will change to probably a speed potion effect when on ice, since currently that has some weird effects when on ice :P

Link to comment
Share on other sites

Do a System.out.println("Working")  after the check to test it because I think I remember trying motion.x +=1 or something like that, but it didn't work.

Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!

Link to comment
Share on other sites

Do a System.out.println("Working")  after the check to test it because I think I remember trying motion.x +=1 or something like that, but it didn't work.

 

The problem isn't in the motion.x, that works fine without looking for a block. The problem itself is looking for a block :P

Link to comment
Share on other sites

I think I figured it out, for some reason if you get the player y coord from the server it outputs a different coord than if it is client. Just add a check before looking for the block to see if the world is not remote because you want to do the checking on the server. (!Remote = Server, Remote = Client).

Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!

Link to comment
Share on other sites

It's still not working:

 

public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack itemStack)

    {

 

ItemStack boots = player.getCurrentArmor(0);

ItemStack legs = player.getCurrentArmor(1);

ItemStack chest = player.getCurrentArmor(2);

ItemStack helm = player.getCurrentArmor(3);

// legs = 1, chest = 2, helm = 3

 

if (!world.isRemote){

 

if (boots != null && boots.getItem() == CanadianMod.skates && legs != null && legs.getItem() == CanadianMod.hockeyPants

&& chest != null && chest.getItem() == CanadianMod.hockeyChest &&  helm != null && helm.getItem() == CanadianMod.hockeyHelmet && world.getBlockId((int)player.posX, (int)player.posY-1, (int)player.posZ) == Block.ice.blockID){

 

 

player.motionX *= 1.1D;

player.motionZ *= 1.1D;

 

}

}

    }

Link to comment
Share on other sites

I'm not sure about your experience, but I've had Bette luck with .equals instead if == for forge.

 

Also on your coords, I'd use a floor before the int cast.  I've had issues with neg coords before.

Long time Bukkit & Forge Programmer

Happy to try and help

Link to comment
Share on other sites

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



×
×
  • Create New...

Important Information

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