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.BreakEvent, BlockEvent.HarvestDropsEventEvent.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, setResultpublic 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)