start notches
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@ -3,10 +3,14 @@ package net.serenas.shitmod;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.item.Item;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemStack;
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import net.minecraft.text.LiteralText;
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import net.minecraft.util.ActionResult;
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import net.minecraft.util.ActionResult;
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import net.minecraft.util.Hand;
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import net.minecraft.util.Hand;
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import net.minecraft.util.TypedActionResult;
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import net.minecraft.util.TypedActionResult;
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import net.minecraft.world.World;
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import net.minecraft.world.World;
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import java.util.concurrent.TimeUnit;
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import net.minecraft.entity.EquipmentSlot;
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import net.minecraft.entity.EquipmentSlot;
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import net.minecraft.entity.effect.StatusEffectInstance;
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import net.minecraft.entity.effect.StatusEffectInstance;
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import net.minecraft.entity.effect.StatusEffects;
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import net.minecraft.entity.effect.StatusEffects;
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@ -17,10 +21,27 @@ public class fragileHeartCharm extends Item {
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super(settings);
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super(settings);
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}
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}
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public int availableSlots = 1;
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@Override
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@Override
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public TypedActionResult<ItemStack> use(World World, PlayerEntity Playerentity, Hand Hand) {
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public TypedActionResult<ItemStack> use(World World, PlayerEntity Playerentity, Hand Hand) {
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Playerentity.addStatusEffect(new StatusEffectInstance(StatusEffects.HEALTH_BOOST, 20*1000000, 3));
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Playerentity.getMainHandStack().damage(50,Playerentity,e-> e.sendEquipmentBreakStatus(EquipmentSlot.MAINHAND));
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if (availableSlots > 0) {
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availableSlots--;
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Playerentity.addStatusEffect(new StatusEffectInstance(StatusEffects.HEALTH_BOOST, 20*1000000, 2));
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Playerentity.getMainHandStack().damage(50,Playerentity,e-> e.sendEquipmentBreakStatus(EquipmentSlot.MAINHAND));
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try {
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TimeUnit.SECONDS.sleep(100);
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} catch (InterruptedException e1) {
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e1.printStackTrace();
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}
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availableSlots++;
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} else if (availableSlots < 1) {
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Playerentity.sendMessage(new LiteralText("You don't have enough charm notches to do that!"), true);
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}
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return new TypedActionResult<ItemStack>(ActionResult.SUCCESS, Playerentity.getStackInHand(Hand));
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return new TypedActionResult<ItemStack>(ActionResult.SUCCESS, Playerentity.getStackInHand(Hand));
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}
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}
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}
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}
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@ -19,7 +19,7 @@ public class kingsoul extends Item {
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}
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}
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public int availableSlots = 2;
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public int availableSlots = 10;
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@Override
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@Override
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public TypedActionResult<ItemStack> use(World world, PlayerEntity PlayerEntity, Hand hand) {
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public TypedActionResult<ItemStack> use(World world, PlayerEntity PlayerEntity, Hand hand) {
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@ -34,7 +34,7 @@ public class kingsoul extends Item {
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}
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}
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availableSlots++;
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availableSlots++;
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} else if (availableSlots < 0) {
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} else if (availableSlots < 1) {
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PlayerEntity.sendMessage(new LiteralText("You don't have enough charm notches to do that!"), true);
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PlayerEntity.sendMessage(new LiteralText("You don't have enough charm notches to do that!"), true);
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}
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}
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@ -1,12 +1,15 @@
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package net.serenas.shitmod;
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package net.serenas.shitmod;
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import java.util.concurrent.TimeUnit;
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import net.minecraft.entity.EquipmentSlot;
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import net.minecraft.entity.EquipmentSlot;
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import net.minecraft.entity.effect.StatusEffectInstance;
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import net.minecraft.entity.effect.StatusEffectInstance;
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import net.minecraft.entity.effect.StatusEffects;
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import net.minecraft.entity.effect.StatusEffects;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.item.Item;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemStack;
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import net.minecraft.text.LiteralText;
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import net.minecraft.util.ActionResult;
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import net.minecraft.util.ActionResult;
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import net.minecraft.util.TypedActionResult;
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import net.minecraft.util.TypedActionResult;
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import net.minecraft.world.World;
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import net.minecraft.world.World;
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@ -18,11 +21,26 @@ public class stalwartShell extends Item{
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super(settings);
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super(settings);
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}
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}
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public int availableSlots = 8;
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@Override
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@Override
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public TypedActionResult<ItemStack> use(World world, PlayerEntity Playerentity, Hand hand) {
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public TypedActionResult<ItemStack> use(World world, PlayerEntity PlayerEntity, Hand hand) {
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Playerentity.addStatusEffect(new StatusEffectInstance(StatusEffects.RESISTANCE, 20, 5));
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if (availableSlots > 0) {
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Playerentity.getMainHandStack().damage(1,Playerentity,e-> e.sendEquipmentBreakStatus(EquipmentSlot.MAINHAND));
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availableSlots--;
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return new TypedActionResult<ItemStack>(ActionResult.SUCCESS, Playerentity.getStackInHand(hand));
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PlayerEntity.addStatusEffect(new StatusEffectInstance(StatusEffects.RESISTANCE, 20, 5));
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PlayerEntity.getMainHandStack().damage(1,PlayerEntity,e-> e.sendEquipmentBreakStatus(EquipmentSlot.MAINHAND));
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try {
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TimeUnit.SECONDS.sleep(15);
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} catch (InterruptedException e1) {
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e1.printStackTrace();
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}
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availableSlots++;
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} else if (availableSlots < 1) {
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PlayerEntity.sendMessage(new LiteralText("You don't have enough charm notches to do that!"), true);
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}
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return new TypedActionResult<ItemStack>(ActionResult.SUCCESS, PlayerEntity.getStackInHand(hand));
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}
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}
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