public static class BlockEvent.HarvestDropsEvent extends BlockEvent
drops
array can be amended, as can the dropChance
.
Note well: the harvester
player field is null in a variety of scenarios. Code expecting null.
The dropChance
is used to determine which items in this array will actually drop, compared to a random number. If you wish, you
can pre-filter yourself, and set dropChance
to 1.0f to always drop the contents of the drops
array.
isSilkTouching
is set if this is considered a silk touch harvesting operation, vs a normal harvesting operation. Act accordingly.BlockEvent.HarvestDropsEvent
Event.HasResult, Event.Result
Modifier and Type | Field and Description |
---|---|
float |
dropChance |
ArrayList<ItemStack> |
drops |
int |
fortuneLevel |
EntityPlayer |
harvester |
boolean |
isSilkTouching |
block, blockMetadata, world, x, y, z
Constructor and Description |
---|
BlockEvent.HarvestDropsEvent(int x,
int y,
int z,
World world,
Block block,
int blockMetadata,
int fortuneLevel,
float dropChance,
ArrayList<ItemStack> drops,
EntityPlayer harvester,
boolean isSilkTouching) |
getListenerList, getResult, hasResult, isCancelable, isCanceled, setCanceled, setResult
public final int fortuneLevel
public final boolean isSilkTouching
public float dropChance
public final EntityPlayer harvester
public BlockEvent.HarvestDropsEvent(int x, int y, int z, World world, Block block, int blockMetadata, int fortuneLevel, float dropChance, ArrayList<ItemStack> drops, EntityPlayer harvester, boolean isSilkTouching)