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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<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)
{}
}
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