MineCraft Forge如何阻止怪物在命中后不受伤害(Java)1.10.2

MineCraft Forge如何阻止怪物在命中后不受伤害(Java)1.10.2,java,minecraft,minecraft-forge,Java,Minecraft,Minecraft Forge,我已经做了一个定制的弓,可以很快发射,而且我知道所有的暴徒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暴徒无懈可击的持续时间,或者甚至完全消除它 弓射击方法代码: @Override public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World worldIn, EntityPlayer playerIn, EnumHand hand) { //

我已经做了一个定制的弓,可以很快发射,而且我知道所有的暴徒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暴徒无懈可击的持续时间,或者甚至完全消除它

弓射击方法代码:

@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);

}
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

在你绕过所有其他伤害源造成的伤害抗性计时器伤害实体之前,或者在你的伤害被忽略(如果有计时器)之后,但是如果它造成伤害,下一个伤害源不会因为计时器而被忽略。该行必须在arrow类中。如果您没有自定义的arrow类,现在是创建一个的好时机


不幸的是,根据先前的损坏类型,没有好办法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,您可以使用这些功能,尽管可能很难使用。

您确定它们是无懈可击的吗?你检查过他们的健康状况了吗?你做了什么?好吧,箭头真的飞回了我。bukkit上也有一个论坛帖子关于这个:[link][link]你可以设置他们的健康状况并取消箭头,而不是实际造成伤害。哈奇,但它工作嗯。。。那是个好主意!请给我看一个例子,或者给我指一个论坛的帖子来解释如何做到这一点,好吗?非常感谢,但我想知道是否有任何方法可以覆盖EntityArrow类来更改该字段。是的。创建一个新的实体类,更改所需的内容,并从您自己的实体类而不是原始实体类派生它。我用我的时间做这件事。它是1.7代码,但一般原则没有改变。@TheMCProgrammer是的。创建一个新的实体类,替换您需要的,并从您的项而不是原始项生成它。我在查看实体/arrow类和arrow陷阱时这样做了。它是1.7代码,但一般原则没有改变。
entityArrow.hurtResistantTime = 0