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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;
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<>();
/**
* @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
}
}
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