Tu peux être un tout petit peu plus explicite stp ^^?
Ma classe entity ressemble un peu à ça, et y’a aucun getDeathSound() dedans…
| package Entity; |
| |
| import net.minecraft.entity.SharedMonsterAttributes; |
| import net.minecraft.entity.ai.EntityAIAttackOnCollide; |
| import net.minecraft.entity.ai.EntityAIHurtByTarget; |
| import net.minecraft.entity.ai.EntityAILookIdle; |
| import net.minecraft.entity.ai.EntityAIMoveThroughVillage; |
| import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction; |
| import net.minecraft.entity.ai.EntityAINearestAttackableTarget; |
| import net.minecraft.entity.ai.EntityAISwimming; |
| import net.minecraft.entity.ai.EntityAIWander; |
| import net.minecraft.entity.ai.EntityAIWatchClosest; |
| import net.minecraft.entity.monster.EntityIronGolem; |
| import net.minecraft.entity.monster.EntityMob; |
| import net.minecraft.entity.monster.EntityPigZombie; |
| import net.minecraft.entity.passive.EntityChicken; |
| import net.minecraft.entity.passive.EntityCow; |
| import net.minecraft.entity.passive.EntityHorse; |
| import net.minecraft.entity.passive.EntityOcelot; |
| import net.minecraft.entity.passive.EntityPig; |
| import net.minecraft.entity.passive.EntityRabbit; |
| import net.minecraft.entity.passive.EntityVillager; |
| import net.minecraft.entity.player.EntityPlayer; |
| import net.minecraft.world.World; |
| |
| public class Entityclass extends EntityMob |
| { |
| public Entityclass(World world) |
| { |
| super(world); |
| } |
| |
| public void applyEntityAttributes() |
| { |
| super.applyEntityAttributes(); |
| this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(50D); |
| this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(9D); |
| this.getEntityAttribute(SharedMonsterAttributes.knockbackResistance).setBaseValue(2D); |
| this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(2D); |
| this.getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(120D); |
| } |
| |
| protected void applyEntityAI() |
| { |
| this.tasks.addTask(4, new EntityAIAttackOnCollide(this, EntityIronGolem.class, 1.0D, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityVillager.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityIronGolem.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityChicken.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPig.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityRabbit.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityCow.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityHorse.class, true)); |
| this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityOcelot.class, true)); |
| } |
| } |
| |
D’ailleurs, aillant un model très spécial, quelqu’un sait ce que je dois mettre en dessous de super(world); pour que la taille soit correctement définie?
Au passage si vous voyez des erreurs dans le codage dîtes le moi 