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[1.11] Checking for lethal damage.


Lambda

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Hey there!

 

So, I'm trying to create an Item that saves you when your close to death.. however, if you take a lot damage, at, say 1.5 hearts, you die instead of it give you health back.

 

Maybe there is a way I can see how much damage a player is going to take..?

 

 

Thanks,

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

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I don't know if there's a better way, but I couldn't find a

PlayerDeathEvent

or something similar.

 

Subscribe to the

LivingHurtEvent

, and check if the

EntityLivingBase

is an

instanceof EntityPlayer

, and if the damage will kill the player and is between your "saving" threshold, set the damage to 0 to not take damage and give him health if you need.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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Yes, you can use whatever class you want.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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Okay, this is what I have now:

    @SubscribeEvent
    public void LivingHurtEvent(LivingHurtEvent event){
        System.out.println("event is being called");
        if(event.getEntity() instanceof EntityPlayer) {
            if (!event.isCanceled() && this.isEquipped()) {
                System.out.println("bauble equppied and checking for damage");
                float health = ((EntityPlayer) event.getEntity()).getHealth();
                if (health - (event.getAmount()) <= 0) {
                    System.out.println("OUCH! Giving health to player");
                    float tempMaxHealth = ((EntityPlayer) event.getEntity()).getMaxHealth();
                    ((EntityPlayer) event.getEntity()).setHealth(tempMaxHealth * .5f); //Gives 1/2 their health back.
                }
            }
        }
    }

 

However, it seems not to call, due to any of the

System.out

are not printing..

 

Here is how im registering them:

MinecraftForge.EVENT_BUS.register(ItemRedemptionAmulet.class);

 

correct?

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

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I usually just register the event inside my item's constructor.

 

To quote SapphireSun over at StackOverflow: "A static method belongs to the class itself and a non-static (aka instance) method belongs to each object that is generated from that class. If your method does something that doesn't depend on the individual characteristics of its class, make it static (it will make the program's footprint smaller). Otherwise, it should be non-static."

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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You should register an instance of the class containing the

@SubscribeEvent

handler, not the class.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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Okay, Edit:

 

Now I need to remove the item when the player is saved, here is what I have so far, I just don't know how to get an instance of the item, due to the method being static:

 

    @SubscribeEvent
    public static void LivingHurtEvent(LivingHurtEvent event) {
        if (event.getEntity() instanceof EntityPlayer) {
            IBaublesItemHandler baubles = BaublesApi.getBaublesHandler((EntityPlayer) event.getEntity());
            for (int i = 0; i < baubles.getSlots(); i++) {
                if (baubles.getStackInSlot(i).getItem() instanceof ItemRedemptionAmulet) {
                    if (!event.isCanceled()) {
                        float health = ((EntityPlayer) event.getEntity()).getHealth();
                        if (health - (event.getAmount()) <= 0) {
                            float tempMaxHealth = ((EntityPlayer) event.getEntity()).getMaxHealth();
                            ((EntityPlayer) event.getEntity()).setHealth((tempMaxHealth * .5f) * event.getAmount());
                        }
                    }
                }
            }
        }
    }

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

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You should register an instance of the class containing the

@SubscribeEvent

handler, not the class.

 

You can do both actually. Forge supports using static methods as event listeners ever since this commit.

I should get some sleep...

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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If you're using the hurt event, you can get it from the damage source attached to the event (for who attacked, just ensure that entity is not null)

 

for closest you could just scan around the affected player either by getting everything in an extended AABB box,

entity.worldObj.getEntitiesInAABBexcluding(entityIn, boundingBox, null);

entity.getCollisionBoundingBox().expand(x, y, z);

 

you just need to go through the returned list if it's not empty and look for the closest entity, you may have to use tactics like coding the lowest value (IE lowest distance from player) and then use that entity after the loop.

 

 

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