Navigation

    • Register
    • Login
    • Search
    • Recent
    • Tags
    • Popular
    • Users
    • Groups

    UNSOLVED Code qui fonctionne plus

    1.7.x
    1.7.10
    4
    7
    1055
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • darkvince37
      darkvince37 last edited by

      Bonjour,

      Comme dans le titre j’ai un probleme mon code fonctionné y a pas très longtemps est du jours au l’endemain il fonctionne plus

      package fr.darkvince.ultrav2;
      
      import net.minecraft.entity.player.EntityPlayer;
      
      import net.minecraft.entity.player.InventoryPlayer;
      
      import net.minecraft.init.Items;
      
      import net.minecraft.item.ItemStack;
      
      import net.minecraft.stats.StatList;
      
      import net.minecraft.util.MathHelper;
      
      import net.minecraftforge.event.entity.EntityJoinWorldEvent;
      
      import net.minecraftforge.event.entity.living.LivingDeathEvent;
      
      import cpw.mods.fml.common.eventhandler.SubscribeEvent;
      
      public class PlayerEventHandler
      
      {
      
      @SubscribeEvent
      
      public void onLivingDeath(LivingDeathEvent event)
      
      {
      
      if(event.entity instanceof EntityPlayer)
      
      {
      
      EntityPlayer player = (EntityPlayer)event.entity;
      
      if(player.inventory.hasItem(Main.bayonnetfadeuse) && player.inventory.hasItem(Main.bayonnetfade)  && player.inventory.hasItem(Main.bayonnetfadetest) && player.inventory.hasItem(Main.dopplerkarambitmauvais ) && player.inventory.hasItem(Main.dopplerkarambitusee) && player.inventory.hasItem(Main.dopplerkarambit)  && player.inventory.hasItem(Main.dopplerkarambittest) && player.inventory.hasItem(Main.dopplerkarambitmauvais ) && player.inventory.hasItem(Main.bayonnetfadeStatTrak) && player.inventory.hasItem(Main.dopplerkarambitStatTrak) && player.inventory.hasItem(Main.EvisererVioletStatTrak))
      
      {
      
      this.dropInventory(player.inventory);
      
      player.worldObj.getGameRules().setOrCreateGameRule("keepInventory", "true");
      
      }
      
      }
      
      }
      
      @SubscribeEvent
      
      public void onEntityJointWorld(EntityJoinWorldEvent event)
      
      {
      
      if(event.entity instanceof EntityPlayer)
      
      {
      
      event.world.getGameRules().setOrCreateGameRule("keepInventory", "false");
      
      }
      
      }
      
      private void dropInventory(InventoryPlayer inventory)
      
      {
      
      int i;
      
      for(i = 0; i < inventory.mainInventory.length; ++i)
      
      {
      
      if(inventory.mainInventory* != null)
      
      {
      
      if(inventory.mainInventory*.getItem() != Main.bayonnetfadeStatTrak && inventory.mainInventory*.getItem() != Main.dopplerkarambitStatTrak && inventory.mainInventory*.getItem() != Main.EvisererVioletStatTrak && inventory.mainInventory*.getItem() != Main.bayonnetfade && inventory.mainInventory*.getItem() != Main.bayonnetfadeuse && inventory.mainInventory*.getItem() != Main.bayonnetfadetest && inventory.mainInventory*.getItem() != Main.dopplerkarambitmauvais && inventory.mainInventory*.getItem() != Main.dopplerkarambit && inventory.mainInventory*.getItem() != Main.dopplerkarambitusee && inventory.mainInventory*.getItem() != Main.dopplerkarambittest && inventory.mainInventory*.getItem() != Main.dopplerkarambitmauvais)
      
      {
      
      inventory.player.func_146097_a(inventory.mainInventory*, true, false);
      
      inventory.mainInventory* = null;
      
      }
      
      }
      
      }
      
      for(i = 0; i < inventory.armorInventory.length; ++i)
      
      {
      
      if(inventory.armorInventory* != null)
      
      {
      
      inventory.player.func_146097_a(inventory.armorInventory*, true, false);
      
      inventory.armorInventory* = null;
      
      }
      
      }
      
      }
      
      }
      
      1 Reply Last reply Reply Quote 0
      • robin4002
        robin4002 Administrateurs Rédacteurs Moddeurs confirmés last edited by

        Salut,
        Je te conseil de refaire ton copier/coller, car là c’est juste illisible.

        Et ça serait bien de détailler un peu plus, par exemple expliquer quel est le comportement attendu et ce que tu as actuellement.

        1 Reply Last reply Reply Quote 0
        • darkvince37
          darkvince37 last edited by

          En gros quand je meurt Il ne doit pas perdre tous les items que j’ai mis

          Parcontre le code java quand je le mais sa enleve les espaces

          Car normalment le code est comme sa

          http://prntscr.com/df9z1i

          1 Reply Last reply Reply Quote 0
          • robin4002
            robin4002 Administrateurs Rédacteurs Moddeurs confirmés last edited by

            Pas normal que l’indentation saute.
            Veries que ta classe d’event est bien enregistrée.

            1 Reply Last reply Reply Quote 0
            • LeBossMax2
              LeBossMax2 last edited by

              Je pence que le problème, si ce n’est pas que la class est mal enregistrée, c’est ta longue condition dans “onLivingDeath”. ça me parait plus logique de remplacer les " && " par des " || " car avec ton code, il faut avoir tous les items que tu as mis, dans l’inventaire pour pouvoir les garder.

              1 Reply Last reply Reply Quote 0
              • darkvince37
                darkvince37 last edited by

                MinecraftForge.EVENT_BUS.register(new PlayerEventHandler());

                Bien enregistré

                et remplacent sa change rien

                Edit:

                J’ai modifié avec un code pas très jolie mais sa fonctionne

                package fr.darkvince.ultrav2;
                
                import net.minecraft.entity.player.EntityPlayer;
                import net.minecraft.entity.player.InventoryPlayer;
                import net.minecraft.init.Items;
                import net.minecraft.item.ItemStack;
                import net.minecraft.stats.StatList;
                import net.minecraft.util.MathHelper;
                import net.minecraftforge.event.entity.EntityJoinWorldEvent;
                import net.minecraftforge.event.entity.living.LivingDeathEvent;
                import cpw.mods.fml.common.eventhandler.SubscribeEvent;
                
                public class PlayerEventHandler
                {
                @SubscribeEvent
                public void onLivingDeath(LivingDeathEvent event)
                {
                if(event.entity instanceof EntityPlayer)
                {
                EntityPlayer player = (EntityPlayer)event.entity;
                if(player.inventory.hasItem(Main.EvisererVioletStatTrak) || player.inventory.hasItem(Main.dopplerkarambit) || player.inventory.hasItem(Main.dopplerkarambitmauvais) || player.inventory.hasItem(Main.dopplerkarambitStatTrak) || player.inventory.hasItem(Main.dopplerkarambittest) || player.inventory.hasItem(Main.dopplerkarambitusee) || player.inventory.hasItem(Main.bayonnetfade) || player.inventory.hasItem(Main.bayonnetfademauvais))
                {
                this.dropInventory(player.inventory);
                player.worldObj.getGameRules().setOrCreateGameRule("keepInventory", "true");
                }
                }
                }
                
                @SubscribeEvent
                public void onEntityJointWorld(EntityJoinWorldEvent event)
                {
                if(event.entity instanceof EntityPlayer)
                {
                event.world.getGameRules().setOrCreateGameRule("keepInventory", "false");
                }
                }
                
                private void dropInventory(InventoryPlayer inventory)
                {
                int i;
                
                for(i = 0; i < inventory.mainInventory.length; ++i)
                {
                if(inventory.mainInventory* != null)
                {
                if(inventory.mainInventory*.getItem() != Main.EvisererVioletStatTrak)
                if(inventory.mainInventory*.getItem() != Main.dopplerkarambit)
                if(inventory.mainInventory*.getItem() != Main.dopplerkarambitmauvais)
                if(inventory.mainInventory*.getItem() != Main.dopplerkarambitStatTrak)
                if(inventory.mainInventory*.getItem() != Main.dopplerkarambittest)
                if(inventory.mainInventory*.getItem() != Main.dopplerkarambitusee)
                if(inventory.mainInventory*.getItem() != Main.bayonnetfade)
                if(inventory.mainInventory*.getItem() != Main.bayonnetfademauvais)
                if(inventory.mainInventory*.getItem() != Main.bayonnetfadeStatTrak)
                if(inventory.mainInventory*.getItem() != Main.bayonnetfadetest)
                if(inventory.mainInventory*.getItem() != Main.bayonnetfadeuse)
                {
                inventory.player.func_146097_a(inventory.mainInventory*, true, false);
                inventory.mainInventory* = null;
                }
                }
                }
                
                for(i = 0; i < inventory.armorInventory.length; ++i)
                {
                if(inventory.armorInventory* != null)
                {
                inventory.player.func_146097_a(inventory.armorInventory*, true, false);
                inventory.armorInventory* = null;
                }
                }
                }
                }
                
                1 Reply Last reply Reply Quote 0
                • AymericRed
                  AymericRed last edited by

                  Balise Résolu ?

                  PS : pour avoir un code plus propre, dans la fonction onLivingDeath tu peux par exemple, pour avoir des “inventory” au lieu des “player.inventory” faire une variable InventoryPlayer inventory = player.inventory.

                  1 Reply Last reply Reply Quote 0
                  • 1 / 1
                  • First post
                    Last post
                  Design by Woryk
                  Contact / Mentions Légales / Faire un don

                  MINECRAFT FORGE FRANCE © 2018

                  Powered by NodeBB