diff options
| author | bculkin2442 <bjculkin@mix.wvu.edu> | 2018-05-24 15:50:07 -0400 |
|---|---|---|
| committer | bculkin2442 <bjculkin@mix.wvu.edu> | 2018-05-24 15:50:07 -0400 |
| commit | 4f7ad220df0438b6f3382110577b53f29da46453 (patch) | |
| tree | 07d5e7c812721753cdbe3df7226dad5dc3802c29 /src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java | |
| parent | 01c8701b68986ccfa83e902515716838d6829311 (diff) | |
Update of all changes
Diffstat (limited to 'src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java')
| -rwxr-xr-x[-rw-r--r--] | src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java | 334 |
1 files changed, 201 insertions, 133 deletions
diff --git a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java index 22e0ca8..05fee9d 100644..100755 --- a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java +++ b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java @@ -2,6 +2,7 @@ package darkknight.jewelrycraft.api; import java.util.ArrayList;
import java.util.Random;
+
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
@@ -9,137 +10,204 @@ import net.minecraft.item.ItemStack; import net.minecraft.util.DamageSource;
import net.minecraftforge.event.entity.player.PlayerEvent;
-public class ModifierEffects
-{
- protected ItemStack modifier;
- protected Random rand = new Random();
- protected static ArrayList<ModifierEffects> effects = new ArrayList<ModifierEffects>();
-
- /**
- * @param modifier The item to use as modifier
- */
- public ModifierEffects(ItemStack modifier)
- {
- this.modifier = modifier;
- effects.add(this);
- }
-
- /**
- * @return The list of all effects registered
- */
- public static ArrayList<ModifierEffects> getEffects()
- {
- return effects;
- }
-
- /**
- * @return The ItemStack set as the modifier
- */
- public ItemStack getModifier()
- {
- return modifier;
- }
-
- /**
- * This runs every tick
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param player The player wearing the jewelry wearing a jewelry with this modifier on it
- * @param jewelry The actual jewelry item (used by me to determine the type of jewelry so I don't have to call item.getItem() blah blah blah)
- */
- public void action(ItemStack item, EntityPlayer player, Item jewelry)
- {};
-
- /**
- * This runs when an entity is attacked. This event can be canceled.
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param player The player wearing the jewelry wearing a jewelry with this modifier on it
- * @param target The attacked entity
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- * @param amount The amount of damage the entity took
- * @return The state of the event (true to cancel it, false to not)
- */
- public boolean onEntityAttackedCacellable(ItemStack item, EntityPlayer player, Entity target, Item jewelry, float amount)
- {
- return false;
- }
-
- /**
- * This runs when a player gets damaged. This event can be canceled.
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param player The attacked player wearing a jewelry with this modifier on it
- * @param source The source of the damage
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- * @param amount The amount of damage the player took
- * @return The state of the event (true to cancel it, false to not)
- */
- public boolean onPlayerAttackedCacellable(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry, float amount)
- {
- return false;
- }
-
- /**
- * This is the same as onEntityAttackedCacellable, but this can not be canceled. I recommend using this over onEntityAttackedCacellable, as it is more reliable.
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param player The player wearing the jewelry wearing a jewelry with this modifier on it
- * @param target The attacked entity
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- * @param amount The amount of damage the entity took
- */
- public void onEntityAttacked(ItemStack item, EntityPlayer player, Entity target, Item jewelry, float amount)
- {}
-
- /**
- * This is just like onPlayerAttackedCacellable, only that this can not be canceled. I recommend using this over onPlayerAttackedCacellable, as it is more reliable.
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param player The attacked player wearing a jewelry with this modifier on it
- * @param source The source of the damage
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- * @param amount The amount of damage the player took
- */
- public void onPlayerAttacked(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry, float amount)
- {}
-
- /**
- * This runs when the player dies
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param player The player that died wearing a jewelry with this modifier on it
- * @param source The source of the killing blow
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- */
- public void onPlayerDead(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry)
- {}
-
- /**
- * This runs when the player respawns
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param event The PlayerEvent that runs when the player respawns (this is also called when a player moves between dimensions)
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- */
- public void onPlayerRespawn(ItemStack item, PlayerEvent.Clone event, Item jewelry)
- {}
-
- /**
- * This runs when the item containing this modifier is equipped
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- */
- public void onJewelryEquipped(ItemStack item, Item jewelry)
- {}
-
- /**
- * This runs when the item containing this modifier is unquipped
- *
- * @param item The ItemStack representing the jewelry that runs the effect
- * @param jewelry The actual jewelry item (aka item.getItem(), almost)
- */
- public void onJewelryUnequipped(ItemStack item, Item jewelry)
- {}
+public class ModifierEffects {
+ protected ItemStack modifier;
+ protected Random rand = new Random();
+ protected static ArrayList<ModifierEffects> effects =
+ new ArrayList<>();
+
+ /**
+ * @param modifier
+ * The item to use as modifier
+ */
+ public ModifierEffects(ItemStack modifier) {
+ this.modifier = modifier;
+ effects.add(this);
+ }
+
+ /**
+ * @return The list of all effects registered
+ */
+ public static ArrayList<ModifierEffects> getEffects() {
+ return effects;
+ }
+
+ /**
+ * @return The ItemStack set as the modifier
+ */
+ public ItemStack getModifier() {
+ return modifier;
+ }
+
+ /**
+ * This runs every tick
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param player
+ * The player wearing the jewelry wearing a jewelry with
+ * this modifier on it
+ * @param jewelry
+ * The actual jewelry item (used by me to determine the type
+ * of jewelry so I don't have to call item.getItem() blah
+ * blah blah)
+ */
+ public void action(ItemStack item, EntityPlayer player, Item jewelry) {
+ // Do nothing
+ };
+
+ /**
+ * This runs when an entity is attacked. This event can be canceled.
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param player
+ * The player wearing the jewelry wearing a jewelry with
+ * this modifier on it
+ * @param target
+ * The attacked entity
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ * @param amount
+ * The amount of damage the entity took
+ * @return The state of the event (true to cancel it, false to not)
+ */
+ public boolean onEntityAttackedCancellable(ItemStack item,
+ EntityPlayer player, Entity target, Item jewelry,
+ float amount) {
+ return false;
+ }
+
+ /**
+ * This runs when a player gets damaged. This event can be canceled.
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param player
+ * The attacked player wearing a jewelry with this modifier
+ * on it
+ * @param source
+ * The source of the damage
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ * @param amount
+ * The amount of damage the player took
+ * @return The state of the event (true to cancel it, false to not)
+ */
+ public boolean onPlayerAttackedCancellable(ItemStack item,
+ EntityPlayer player, DamageSource source, Item jewelry,
+ float amount) {
+ return false;
+ }
+
+ /**
+ * This is the same as onEntityAttackedCacellable, but this can not be
+ * canceled. I recommend using this over onEntityAttackedCacellable, as
+ * it is more reliable.
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param player
+ * The player wearing the jewelry wearing a jewelry with
+ * this modifier on it
+ * @param target
+ * The attacked entity
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ * @param amount
+ * The amount of damage the entity took
+ */
+ public void onEntityAttacked(ItemStack item, EntityPlayer player,
+ Entity target, Item jewelry, float amount) {
+ // Do nothing
+ }
+
+ /**
+ * This is just like onPlayerAttackedCacellable, only that this can not
+ * be canceled. I recommend using this over onPlayerAttackedCacellable,
+ * as it is more reliable.
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param player
+ * The attacked player wearing a jewelry with this modifier
+ * on it
+ * @param source
+ * The source of the damage
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ * @param amount
+ * The amount of damage the player took
+ */
+ public void onPlayerAttacked(ItemStack item, EntityPlayer player,
+ DamageSource source, Item jewelry, float amount) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when the player dies
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param player
+ * The player that died wearing a jewelry with this modifier
+ * on it
+ * @param source
+ * The source of the killing blow
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ */
+ public void onPlayerDead(ItemStack item, EntityPlayer player,
+ DamageSource source, Item jewelry) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when the player respawns
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param event
+ * The PlayerEvent that runs when the player respawns (this
+ * is also called when a player moves between dimensions)
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ */
+ public void onPlayerRespawn(ItemStack item, PlayerEvent.Clone event,
+ Item jewelry) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when the item containing this modifier is equipped
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ */
+ public void onJewelryEquipped(ItemStack item, Item jewelry) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when the item containing this modifier is unquipped
+ *
+ * @param item
+ * The ItemStack representing the jewelry that runs the
+ * effect
+ * @param jewelry
+ * The actual jewelry item (aka item.getItem(), almost)
+ */
+ public void onJewelryUnequipped(ItemStack item, Item jewelry) {
+ // Do nothing
+ }
}
|
