Everything posted by Blue_Atlas
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[SOLVED]Sword/Shield item problems
Ok so i managed to make a shield that only works in the offhand. however it doesn't take damage. here is my code how would i make it get damaged? public class ItemShieldOnlyOffHand extends Item implements IHasModel { public ItemShieldOnlyOffHand(String name) { this.maxStackSize = 1; this.setMaxDamage(336); this.addPropertyOverride(new ResourceLocation("blocking"), new IItemPropertyGetter() { @SideOnly(Side.CLIENT) public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn) { return entityIn != null && entityIn.isHandActive() && entityIn.getActiveItemStack() == stack ? 1.0F : 0.0F; } }); BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(this, ItemArmor.DISPENSER_BEHAVIOR); setUnlocalizedName(name); setRegistryName(name); setCreativeTab(Main.netherstartab); ModItemsInit.ITEMS.add(this); } public EnumAction getItemUseAction(ItemStack stack) { return EnumAction.BLOCK; } public int getMaxItemUseDuration(ItemStack stack) { return 72000; } public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) { if(handIn == EnumHand.OFF_HAND) { ItemStack itemstack = playerIn.getHeldItem(handIn); playerIn.setActiveHand(handIn); return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemstack); } else { return new ActionResult<ItemStack>(EnumActionResult.FAIL, playerIn.getHeldItem(handIn)); } } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } }
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[SOLVED]Sword/Shield item problems
I'm trying to make an item that acts like a sword most of the time but when it is in offhand it needs to act like a shield. I have already tried merging the classes but that didn't work and caused the one of the items to be deleted when you take the other one out of your offhand. How would I make an item like what I want?
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item rendering help
ok ill note taht for the future managed to figure it out through trial and error
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item rendering help
im trying to render and item horizontally in offhand but im having trouble could someone please help? here is the the part of the .json file where i am trying to render the rotation "parent": "item/generated", "display": { "thirdperson_lefthand": { "rotation": [ 45, -90, 90 ], "translation": [ 0, -2.0, 3 ], "scale": [ 0.85, 0.85, 0.85 ] }, "thirdperson_righthand": { "rotation": [ 0, 90, -55 ], "translation": [ 0, 4.0, 0.5 ], "scale": [ 0.85, 0.85, 0.85 ] }, "firstperson_lefthand": { "rotation": [ 0, 0, 45 ], "translation": [ 1.13, 3.2, 1.13 ], "scale": [ 0.68, 0.68, 0.68 ] }, "firstperson_righthand": { "rotation": [ -90, 90, -25 ], "translation": [ 1.13, 3.2, 1.13 ], "scale": [ 0.68, 0.68, 0.68 ] } },
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Horizontal crossbow texture
I'm making a texture pack for 1.12.2 and I want to replace the bow with a crossbow. However I want the texture to display horizontally instead of vertically by using a .json file. I would like it to display both in firstperson and thirdperson. Would anyone know how to do this?
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Automatic Aiming Stutter
I don't think that is a good reward. Sry just honest opinion
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give player effects when enable modules
Maybe look at the beacon class? I really have no clue what you are trying to do with this but the beacon should have the effect on activated thing you need
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[1.12.2]Why drop my Entities nothing
here is how i set up my loottable resource location: public static final ResourceLocation CENTAUR = new LootTableList().register(new ResourceLocation(Reference.MOD_ID, "centaur")); i do have it in a loottable handler but it will probably work outside of one
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[SOLVED]Biome Generation
ok but do i raise of lower it?
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[SOLVED]Biome Generation
Biome Init: public class ModBiomeInit { public static final Biome ENDOVERRIDE = new BiomeEndOverride(); public static void registerBiomes() { initBiome(ENDOVERRIDE, "Ender Mutated Biome", BiomeType.COOL, Type.END); } private static Biome initBiome(Biome biome, String name, BiomeType biomeType, Type... types) { biome.setRegistryName(name); ForgeRegistries.BIOMES.register(biome); BiomeDictionary.addTypes(biome, types); BiomeManager.addBiome(biomeType, new BiomeEntry(biome, 10)); BiomeManager.addSpawnBiome(biome); return biome; } } Biome class: public class BiomeEndOverride extends Biome { public BiomeEndOverride() { super(new BiomeProperties("EndOverride").setRainDisabled()); topBlock = Blocks.END_STONE.getDefaultState(); fillerBlock = ModBlocksInit.END_FRAGMENT_ORE.getDefaultState(); this.spawnableMonsterList.clear(); this.spawnableCreatureList.clear(); this.spawnableMonsterList.add(new SpawnListEntry(EntityWalkingShulker.class, 15, 2, 7)); this.spawnableMonsterList.add(new SpawnListEntry(EntityEnderman.class, 25, 3, 9)); } } Register Biome Init: public static void preInitRegistries() { ModBiomeInit.registerBiomes(); } Where is the rarity?
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[SOLVED]Biome Generation
I have made a biome but it generates more often then I like. I want it to generate rarely, like the mesa biome
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How to make a custom mob/entity?
Nezara if you are still looking for help on this i suggest going to a YouTube channel called Harry's Tech Reveiws and looking at his modding tutorial series
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how do i spawn my entity into the world?
one more question: how do i make it spawn as frequently as a zombie?
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how do i spawn my entity into the world?
never mind writing it out maunaly
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how do i spawn my entity into the world?
sorry about your confusion. i looked up the method on google and it said that types is an element
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how do i spawn my entity into the world?
okay so what should the type of the element be?
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how do i spawn my entity into the world?
where is this documentation?
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how do i spawn my entity into the world?
i have the first parameter as ForgeRegistries.BIOMES what should the second one be?
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how do i spawn my entity into the world?
i havent really quite learned a language but i have used other languages
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how do i spawn my entity into the world?
yes i know what a method is
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how do i spawn my entity into the world?
i am using a reference guide for java
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how do i spawn my entity into the world?
i use a reference guide.
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how do i spawn my entity into the world?
huh? what is this? and that doesnt really tell me how to pass an array of all biomes
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how do i spawn my entity into the world?
how do i do this?
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how do i spawn my entity into the world?
so my code is in right place? the problem is i dont want to copy the method over and over again. i would like to know what i need to do to make it spawn in all biomes
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