RedWire's Plugin is a thing that I've been using mostly to help with my own mod-making experience. Hopefully, some of the additions from this plugin will be useful to other people :)
Supported plugin versions:
Forge 1.19.2, Forge 1.19.4, Forge 1.20.1, NeoForge 1.20.4, NeoForge 1.20.6, NeoForge 1.21.1, NeoForge 1.21.4, NeoForge 1.21.8
For info on most procedures and other stuff, check this file
Changelog
for the full list of changes, check this file
v6.3.7
Improved all global trigger procedures to include a warning line at the bottom of the procedure UI (so I'm not limited to the procedure blocks UI size)Try-only, try-and-catch, and directly set itemstack variable procedures have some unique warnings of their own
v6.3.6
Slightly improved several procedures with the main goal being reducing generated line output + adding customBlockIndex to more procedures (likely more than I should have, but eh)Improved "Get object from registry" procedure to only require a registry field. forgeregs.yaml is now basically reverted to how it was before I merged regclasses.yaml into it"Set sound event" procedure now uses a safer holder wrapper: "BuiltInRegistries.SOUND_EVENT.wrapAsHolder" instead of "Holder.direct" to prevent any crashesThe "set damage to [x]" procedure for global damage triggers now better separates what event should be picked based on Forge/NeoForge (mind the gap inbetween NeoForge and the event name, I intentionally added a miniscule server-side icon just to "bypass" the 3-dot text cutoff)
v6.3.5
Yknow what? Screw version constraint syntax. Procedures limited by versions will instead read (min x.xx.x) or (max x.xx.x)
Comments
Uhh ur using the correct version, unless ur workspace is actually using Forge 1.20.1. Dunno why its ignoring the damage input cause it does what its intended to do.
Unless you have any other procedures that modify damage that might be overwriting yours, I dunno what I can do
Dunno, works for me fine no problem. If you wanna attempt to keep entities from targeting you, you can set a "Entity sets its attack target" global trigger, use the "Set new target of source entity to [entity]" under the event procedures tab, and use the "No entity" block
I believe it checks for the first block that is closest to Entity1 thats in the way of it and Entity2, considering the raycasting starts from that.
Also, make sure you're using the "Can Entity1 find Entity2" check from my plugin aswell, as it'll just return 0,0,0 if there is no block in the way
sorry but does the set dmg to 1 (NF:entity is attacked) work? because i thought it turned upcoming damaged into the inserted number, does the block work on its own or do i have to add anything else?, outside of the global trigger ofc