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Justin_Perry

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Everything posted by Justin_Perry

  1. Alright, I give up on modding, thanks guys.
  2. I was looking at how to use onItemUse, nothing more.
  3. I was googling what other people used to execute a function when an item was right clicked. I found some old information and tried to incorporate it in 1.12. Apparently, it did not work. I found a youtube video that used the ActionResult<ItemStack> other than that, I was at a loss. I found no information that would have lead me to EnumActionResult. I have since implemented what DavidM suggested and it works.
  4. Telling me I don't know how to override is a complete insult. I have at least an item that heals others. I obviously had to override to do that. The issue is mostly the lack of forge documentation for low-level modders to look into. I have learned Python, taken C++ courses, and learned a moderate amount of Java.
  5. I would rather have a lesser understanding of java on my own than continue to be ridiculed. I searched high and low on information on onItemUse, while your eventual solution may have worked, you have made me really discouraged from asking for more help. I haven't learned everything in Java, no. But I do know how to make classes, variables, functions, and a bit more. Again, I appreciate your help, but you are not a nice person. Please refrain from talking to me anymore.
  6. Alright, thank you for nothing. I will figure everything else I'll need to make this mod by myself or by reading. Thanks
  7. Something that may be easy for you to understand and interpret can be hard for others. I have checked my parameters. public class stimSelf extends Item implements IHasModel { public stimSelf(String name) { setUnlocalizedName(name); setRegistryName(name); setCreativeTab(CreativeTabs.MISC); modItems.ITEMS.add(this); } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } @Override public ActionResult<ItemStack> onItemUse(ItemStack stack, EntityPlayer player, World world, int x, int y, int z, int par7, float xFloat, float yFloat, float zFloat) { if (player.getHealth() < player.getMaxHealth()) { System.out.println("We healed."); player.setHealth(player.getHealth() + 5.0F); player.getCooldownTracker().setCooldown(modItems.STIM_SELF, 300); return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack); }else { System.out.println("We have not healed."); return new ActionResult<ItemStack>(EnumActionResult.FAIL, stack); } } } You tell me.
  8. Not very helpful.
  9. public class stimSelf extends Item implements IHasModel { public stimSelf(String name) { setUnlocalizedName(name); setRegistryName(name); setCreativeTab(CreativeTabs.MISC); modItems.ITEMS.add(this); } @Override public void registerModels() { Main.proxy.registerItemRenderer(this, 0, "inventory"); } @Override public ActionResult<ItemStack> onItemUse(ItemStack itemStack, World world, EntityPlayer player) { if (player.getHealth() < player.getMaxHealth()) { System.out.println("We healed."); player.setHealth(player.getHealth() + 5.0F); player.getCooldownTracker().setCooldown(modItems.STIM_SELF, 300); }else { System.out.println("We have not healed."); } return null; } } I have no output. Can you help? Warning: The method onItemUse(ItemStack, World, EntityPlayer) of type stimSelf must override or implement a supertype method. Thank you.
  10. I am trying to have my item heal when the player right clicks with it out. How should I go about this? Thank you. I realize I know how to increase the health, add a cooldown, I'm familiar with getting health, setting health. I would use itemInteractionForEntity however, I do not know how to heal without interacting with an entity which may be compromising in an intense fight.
  11. Sorry for being so vague, I am just trying to accomplish one thing with the easiest route. I think avoiding ray tracing is the way to go. I particularly like constant health bar or hearts above the entities while in range. I am looking into RenderLivingEvent. Thank you
  12. Thank you for your useless comment. I am not asking for code as you can clearly see, so I will reply to whoever is attempting to assist me when I get past a certain stage asking for more clarification and guidance. I am taking guidance and putting my spin on it. I understand there are mods that do this, I am attempting to make one big mod for my friends and I, instead of downloading many mods that others have created. I have a friend who particularly does not like mods simply because they do not blend well and that is what I am here to accomplish. I appreciate your assistance, however, it is anything but. Have a great day.
  13. I have created a basic gui that displays text on the screen. How should I go about getting an entities health when the player hovers over them? If not hover, how can I make health permanently show?
  14. I want to create health bars and I need guidance to how I should go about this. Thank you.
  15. I corrected my issue yesterday by including the new ore blocks into the effective-on set within Minecraft and including them within the exceptions list for harvest levels. Thank you all for being helpful and not getting frustrated by my stupidity.
  16. Hello, I have been trying to create a healing event that heals living entities when right-clicked with a certain item. However, when the character right clicks with the item, nothing occurs, that I can see. package Justin_Perry.learningMod.EventHandlers; import Justin_Perry.learningMod.init.modItems; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.network.play.server.SPacketCombatEvent.Event; public class MedicEvents { public boolean onRightClickHeal(ItemStack itemStack, EntityPlayer player, EntityLivingBase target) { if (player.getHeldItemMainhand().getItem() == modItems.FAIRY_DUST && target.getHealth() < target.getMaxHealth()) { System.out.println(target.getHealth()); target.setHealth(target.getHealth() + 2.0F); System.out.println(target.getHealth()); return true; }else { return false; } } } Thank you for your time today.
  17. Alright, so I have set the materials, their harvest levels as well as the blocks and their harvest levels. However, a bronze pick can mine every block. Any suggestions? Here is some code: package Justin_Perry.learningMod.init; import java.util.ArrayList; import java.util.List; import Justin_Perry.learningMod.items.hammer; import Justin_Perry.learningMod.items.itemBase; import Justin_Perry.learningMod.items.armor.armorBase; import Justin_Perry.learningMod.items.tools.ModPickaxe; import Justin_Perry.learningMod.items.tools.ToolPickaxe; import Justin_Perry.learningMod.util.Reference; import net.minecraft.block.material.Material; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.init.SoundEvents; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.Item; import net.minecraft.item.Item.ToolMaterial; import net.minecraft.item.ItemArmor.ArmorMaterial; import net.minecraft.item.ItemAxe; import net.minecraft.item.ItemPickaxe; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemTool; import net.minecraftforge.common.util.EnumHelper; public class modItems { public static final List<Item> ITEMS = new ArrayList<Item>(); //Materials public static final ToolMaterial MATERIAL_BRONZE = EnumHelper.addToolMaterial("material_bronze", 2, 300, 7.0F, 1.5F, 14); public static final ToolMaterial MATERIAL_FAIRY = EnumHelper.addToolMaterial ("material_fairy", 2, 325, 7.5F, 2.0F, 14); public static final ToolMaterial MATERIAL_MITHRIL = EnumHelper.addToolMaterial("material_mithril", 2, 350, 8.0F, 2.5F, 14); public static final ToolMaterial MATERIAL_ADAMANT = EnumHelper.addToolMaterial("material_adamant", 4, 2019, 8.5F, 3.0F, 10); public static final ToolMaterial MATERIAL_RUNE = EnumHelper.addToolMaterial("material_rune", 5, 2500, 9.0F, 3.5F, 10); public static final ToolMaterial MATERIAL_HERMANITE = EnumHelper.addToolMaterial("material_hermanite", 6, 3000, 9.5F, 4.0F, 12); //Items public static final Item COPPER_INGOT = new itemBase("copper_ingot"); public static final Item COPPER_DUST = new itemBase("copper_dust"); public static final Item TIN_INGOT = new itemBase("tin_ingot"); public static final Item TIN_DUST = new itemBase("tin_dust"); public static final Item BRONZE_INGOT = new itemBase("bronze_ingot"); public static final Item BRONZE_DUST = new itemBase("bronze_dust"); public static final Item FAIRY_DUST = new itemBase("fairy_dust"); public static final Item FAIRY_INGOT = new itemBase("fairy_ingot"); public static final Item MITHRIL_DUST = new itemBase("mithril_dust"); public static final Item MITHRIL_INGOT = new itemBase("mithril_ingot"); public static final Item ADAMANTITE_INGOT = new itemBase("adamantite_ingot"); public static final Item ADAMANTITE_DUST = new itemBase("adamantite_dust"); public static final Item RUNITE_INGOT = new itemBase("runite_ingot"); public static final Item RUNITE_DUST = new itemBase("runite_dust"); public static final Item HERMANITE_INGOT = new itemBase("hermanite_ingot"); public static final Item HERMANITE_DUST = new itemBase("hermanite_dust"); public static final Item HAMMER = new hammer("hammer"); //Tools public static final ModPickaxe BRONZE_PICKAXE = new ToolPickaxe("bronze_pickaxe", modItems.MATERIAL_BRONZE); public static final ModPickaxe FAIRY_PICKAXE = new ToolPickaxe("fairy_pickaxe", modItems.MATERIAL_FAIRY); public static final ModPickaxe MITHRIL_PICKAXE = new ToolPickaxe("mithril_pickaxe", modItems.MATERIAL_MITHRIL); public static final ModPickaxe ADAMANTITE_PICKAXE = new ToolPickaxe("adamantite_pickaxe", modItems.MATERIAL_ADAMANT); public static final ModPickaxe RUNITE_PICKAXE = new ToolPickaxe("runite_pickaxe", modItems.MATERIAL_RUNE); public static final ModPickaxe HERMANITE_PICKAXE = new ToolPickaxe("hermanite_pickaxe", modItems.MATERIAL_HERMANITE); //Armor } and package Justin_Perry.learningMod.blocks; import java.util.ArrayList; import Justin_Perry.learningMod.init.modBlocks; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.item.ItemStack; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; public class adamantiteOre extends blockBase { public adamantiteOre(String name, Material material) { super(name, material); setSoundType(SoundType.STONE); setHardness(4.0F); setResistance(5.0F); setHarvestLevel("pickaxe", 3); } @Override public ArrayList<ItemStack> getDrops(IBlockAccess world, BlockPos pos, IBlockState blockstate, int fortune){ ArrayList<ItemStack> drops = new ArrayList<ItemStack>(); drops.add(new ItemStack(modBlocks.ADAMANTITE_ORE_BLOCK, 1)); return drops; } }
  18. I want to create harvest levels greater than what exists and one in-between. I have added a new material, adamant. This material is supposed to be better than diamond but only minable by diamond. How can I make the adamant ore a higher harvest level than diamond? I'm sorry if this is super simple, sometimes my brain does not work right.
  19. I am attempting to create copper dust with copper ore and a hammer. Yet, I cannot find anywhere that illustrates this idea. I am not concerned with the durability of the hammer. I just want to keep the hammer from being consumed in the process. Thank you.
  20. While I appreciate the feedback on my naming, that's not what I am asking help on. The code is not fine, it does not do what I intended. I am aware of my naming and misuse of convention, but I strictly kept it that way and made myself well aware of non-capitalization and wording. Take care.
  21. After today I will be educating myself in Java. I have one last request that someone look at my code and give me some final advice. Thanks. package Justin_Perry.learningMod.gen; import java.util.Random; import Justin_Perry.learningMod.init.modBlocks; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraft.world.gen.feature.WorldGenPumpkin; public class nestGen extends WorldGenPumpkin{ @Override public boolean generate(World worldIn, Random rand, BlockPos position) { for (int i = 0; i < 64; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(7), rand.nextInt(4) - rand.nextInt(3), rand.nextInt(8) - rand.nextInt(7)); if (worldIn.isAirBlock(blockpos) && worldIn.getBlockState(blockpos.down()).getBlock() == Blocks.GRASS && modBlocks.BEE_NEST_BLOCK.canPlaceBlockAt(worldIn, blockpos)) { worldIn.setBlockState(blockpos, modBlocks.BEE_NEST_BLOCK.getDefaultState(), 2); } } return true; } } I am calling it in PreInit as @EventHandler public static void PreInit(FMLPreInitializationEvent event) { new nestGen(); }
  22. Nevermind, I found it, thank you!
  23. how do I locate the worldgenpumpkin class?
  24. I appreciate the help but by using WorldGenPumpkin I am only spawning in more pumpkins.
  25. I can find no documentation on generating blocks on the surface of the overworld.
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