创建一个附魔书类
public class FireBoomEnchantment extends Enchantment {
[...]
}
在类中添一下
@Override
public int getMinimumPower(int level) {
return 15;
}
@Override
public int getMaximumLevel() {
return 1;
}
@Override
public void onTargetDamaged(LivingEntity user, Entity target, int level) {
if(target instanceof LivingEntity) {
World world = user.world;
boolean bl = world.getGameRules().getBoolean(GameRules.MOB_GRIEFING);
world.createExplosion(target, target.prevX, target.prevY, target.prevZ, 1.0f, bl, bl ? Explosion.DestructionType.DESTROY : Explosion.DestructionType.NONE);
world.spawnEntity(target);
}
}
这就创建了一个FireBoom附魔书
onTargetDamaged //当目标被攻击
在mc FireballEntity类有一个 方法就是当火球碰撞了就创建一个火焰爆炸的效果
protected void onCollision(HitResult hitResult) {
super.onCollision(hitResult);
if (!this.world.isClient) {
if (hitResult.getType() == HitResult.Type.ENTITY) {
Entity entity = ((EntityHitResult)hitResult).getEntity();
entity.damage(DamageSource.explosiveProjectile(this, this.owner), 6.0F);
this.dealDamage(this.owner, entity);
}
boolean bl = this.world.getGameRules().getBoolean(GameRules.MOB_GRIEFING);
this.world.createExplosion((Entity)null, this.getX(), this.getY(), this.getZ(), (float)this.explosionPower, bl, bl ? Explosion.DestructionType.DESTROY : Explosion.DestructionType.NONE);
this.remove();
}
}
我们可以加以利用
boolean bl = world.getGameRules().getBoolean(GameRules.MOB_GRIEFING);
world.createExplosion(target, target.prevX, target.prevY, target.prevZ, 1.0f, bl, bl ? Explosion.DestructionType.DESTROY :
Explosion.DestructionType.NONE);
this.world.createExplosion()
我们替换相对应的参数 参数一就是实体 target就是攻击目标 参数二、三、四 就是目标 X Y Z 由于 xyz是private 只能用 public 的 prevX prevY prevZ 参数五就是爆炸大小 参数六不用管 world.spawnEntity(target);//生成实体在target
private static final FireBoomEnchantment END_FIRE_BOOM_ENCHANTMENT = new FireBoomEnchantment(
Enchantment.Weight.VERY_RARE,
EnchantmentTarget.WEAPON,
new EquipmentSlot[] {
EquipmentSlot.MAINHAND
}
);
Registry.register(Registry.ENCHANTMENT,new Identifier("endarmor","end_fire_boom_enchantment"),END_FIRE_BOOM_ENCHANTMENT);