我制作了一把射速非常快的定制弓,并且我了解到所有生物在被击中后的短时间内都是无敌的。这使得我的弓几乎毫无用处。我想知道是否有任何方法可以改变小怪无敌的持续时间,甚至完全删除它。
弓箭射击方法代码:
@Override
public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World worldIn, EntityPlayer playerIn, EnumHand hand) {
// int charge = 1;
// charge = ForgeEventFactory.onArrowLoose(stack, worldIn, playerIn, charge, true);
player123 = playerIn;
if (!worldIn.isRemote) {
final ItemArrow itemArrow = (ItemArrow) (Items.ARROW instanceof ItemArrow ? Items.ARROW : Items.ARROW);
final ItemStack ammo = new ItemStack(Items.ARROW, 1);
final float arrowVelocity = 1;
final EntityArrow entityArrow = itemArrow.createArrow(worldIn, ammo, playerIn);
entityArrow.setAim(playerIn, playerIn.rotationPitch, playerIn.rotationYawHead, 0.0F, arrowVelocity * 3.5F, 0F);
entityArrow.setDamage(2);
entityArrow.pickupStatus = EntityArrow.PickupStatus.DISALLOWED;
// entityArrow.setVelocity(0.2F, 0.1F, 0.2F);
final ItemStack magicarrow = new ItemStack(TheGalaxyMod.magicarrow, 1);
EntityLivingBase living = (playerIn);
if (FastMode.fastmode == 1){
int index = GetItemSlot(playerIn, magicarrow);
if (playerIn.inventory.hasItemStack(new ItemStack(TheGalaxyMod.creativequiver)))
{
entityArrow.setDamage(5000);
worldIn.spawnEntityInWorld(entityArrow);
}
else if (playerIn.inventory.hasItemStack(new ItemStack(TheGalaxyMod.magicquiver)))
{
worldIn.spawnEntityInWorld(entityArrow);
}
else if (!(playerIn.inventory.getStackInSlot(index).getItem() == null) && playerIn.inventory.getStackInSlot(index).getItem() == TheGalaxyMod.magicarrow)
{
damageItem(playerIn, magicarrow, 1);
worldIn.spawnEntityInWorld(entityArrow);
ItemStack stack2 = playerIn.inventory.getStackInSlot(index);
if(stack2.getItemDamage() > 500)
{
playerIn.inventory.setInventorySlotContents(index, null);
}
}
else if(playerIn.inventory.hasItemStack(ammo) ){
worldIn.spawnEntityInWorld(entityArrow);
removeItem(playerIn, ammo);
}
}
else if
(FastMode.fastmode == 2)
{
final ItemArrow itemArrow2 = (ItemArrow) (Items.ARROW instanceof ItemArrow ? Items.ARROW : Items.ARROW);
final ItemStack ammo2 = new ItemStack(Items.ARROW);
final float arrowVelocity2 = 1;
final EntityArrow entityArrow2 = itemArrow2.createArrow(worldIn, ammo2, playerIn);
entityArrow2.setAim(playerIn, playerIn.rotationPitch, playerIn.rotationYawHead, 0.0F, arrowVelocity2 * 3.5F, 0F);
entityArrow2.setDamage(2);
entityArrow2.pickupStatus = EntityArrow.PickupStatus.DISALLOWED;
int index = GetItemSlot(playerIn, magicarrow);
if (playerIn.inventory.hasItemStack(new ItemStack(TheGalaxyMod.creativequiver)))
{
entityArrow.setDamage(5000);
worldIn.spawnEntityInWorld(entityArrow);
entityArrow2.setDamage(5000);
worldIn.spawnEntityInWorld(entityArrow2);
}
else if (playerIn.inventory.hasItemStack(new ItemStack(TheGalaxyMod.magicquiver)))
{
worldIn.spawnEntityInWorld(entityArrow);
worldIn.spawnEntityInWorld(entityArrow2);
}
else if (!(playerIn.inventory.getStackInSlot(index).getItem() == null) && playerIn.inventory.getStackInSlot(index).getItem() == TheGalaxyMod.magicarrow)
{
damageItem(playerIn, magicarrow, 2);
worldIn.spawnEntityInWorld(entityArrow);
worldIn.spawnEntityInWorld(entityArrow2);
ItemStack stack2 = playerIn.inventory.getStackInSlot(index);
if(stack2.getItemDamage() > 500)
{
playerIn.inventory.setInventorySlotContents(index, null);
}
}
else if(playerIn.inventory.hasItemStack(ammo) ){
worldIn.spawnEntityInWorld(entityArrow);
worldIn.spawnEntityInWorld(entityArrow2);
removeItem(playerIn, ammo);
}
}
else if
(FastMode.fastmode == 3)
{
entityArrow.setFire(50);
int index = GetItemSlot(playerIn, magicarrow);
if (playerIn.inventory.hasItemStack(new ItemStack(TheGalaxyMod.creativequiver)))
{
entityArrow.setDamage(5000);
worldIn.spawnEntityInWorld(entityArrow);
}
else if (playerIn.inventory.hasItemStack(new ItemStack(TheGalaxyMod.magicquiver)))
{
worldIn.spawnEntityInWorld(entityArrow);
}
else if (!(playerIn.inventory.getStackInSlot(index).getItem() == null) && playerIn.inventory.getStackInSlot(index).getItem() == TheGalaxyMod.magicarrow)
{
damageItem(playerIn, magicarrow, 2);
worldIn.spawnEntityInWorld(entityArrow);
ItemStack stack2 = playerIn.inventory.getStackInSlot(index);
if(stack2.getItemDamage() > 500)
{
playerIn.inventory.setInventorySlotContents(index, null);
}
}
else if(playerIn.inventory.hasItemStack(ammo) ){
worldIn.spawnEntityInWorld(entityArrow);
removeItem(playerIn, ammo);
}
}
}
return super.onItemRightClick(stack, worldIn, playerIn, hand);
}
编辑: 找到解决方案: 感谢@Draco18s,我已经找到了解决方案。 我所要做的就是添加这一行
entityArrow.hurtResistantTime = 0
最佳答案
你需要这个:
entityHit.hurtResistantTime = 0;
注意:确切的字段名称可能会根据 Minecraft 版本和 Forge 的版本号而变化。
在你伤害实体之前(绕过所有其他伤害来源造成的伤害抵抗计时器)或之后调用它(如果有计时器,你的伤害将被忽略,但如果它造成伤害,下一个 由于计时器的原因,源不会被忽略)。此行需要位于 arrow 类中。如果您没有自定义箭头类,现在是制作一个的好时机。
不幸的是,没有(好的)方法可以根据先前的伤害类型有条件地将计时器设置为 0。如果您使用的是 1.10 或更高版本,您可以使用功能,尽管可能不太实用。
关于java - MineCraft Forge 如何阻止小怪被击中后无敌 (Java) 1.10.2,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/43788978/