Opengbil
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Posts posted by Opengbil
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I am trying to get the horse armor item that is currently on the horse entity.
@EventBusSubscriber(modid = Reference.MODID) public class DamageHorseArmor { @SubscribeEvent public static void DamageWoodArmor(LivingAttackEvent event){ World world = event.getEntity().getEntityWorld(); Entity victim = event.getEntity(); if(!world.isRemote){ if(victim instanceof EntityHorse){ if(((EntityHorse)victim).getHorseArmorType() == MaterialReference.WOOD){ } } } } }
The line of code:
((EntityHorse)victim).getHorseArmorType()
Only returns the material type, but not the item itself which I need.
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19 hours ago, Draco18s said:
Take a look at the methods ItemTool and ItemSword override and look for words like "durability"
I couldn't find any methods or variables with words like durability in ItemTool nor in ItemSword sadly.
What Method can help me to deal damage to an item? -
I would like to add a durability bar to a custom item that is not a type of tool (like ItemSword) but a regular Item.
How should I go about it?
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6 hours ago, V0idWa1k3r said:
As I've said
Your file isn't horse_armor_wood. It's horse_armor_wood.png(I presume anyway since you have file extensions hidden it may be any other image extension - and it has an image extension because it has an image thumbnail).
Finally Worked!
The texture is all screwed up tho xd.
Thank you so much! -
2 hours ago, Opengbil said:
I tried to put a specific file path.
I even tried to put the png directly to the modid folder but it didn't work .Are you sure there is no ctx associated with this type of textures?
"Minecraft identifies resources using
ResourceLocation
s. AResourceLocation
contains two parts: a namespace and a path. It generally points to the resource atassets/<namespace>/<ctx>/<path>
, wherectx
is a context-specific path fragment that depends on how theResourceLocation
is being used."public class MaterialReference { public static final HorseArmorType WOOD = EnumHelper.addHorseArmor(Reference.MODID + ":" + "wood", Reference.MODID + ":" + "horse_armor_wood", 2); }
public class WoodHorseArmor extends Item{ public WoodHorseArmor(){ setCreativeTab(CreativeTabs.COMBAT); setUnlocalizedName(Reference.MODID + ":" + "wood_horse_armor"); setRegistryName("wood_horse_armor"); } @Override public HorseArmorType getHorseArmorType(ItemStack stack){ return MaterialReference.WOOD; } }
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On 5/31/2019 at 12:03 AM, V0idWa1k3r said:
With the current parameters you are passing to the method the game would look for your textures in assets/modid/horse_armor_wood.
Pass an actual texture path to your second parameter.
I tried to put a specific file path.
I even tried to put the png directly to the modid folder but it didn't work .Are you sure there is no ctx associated with this type of textures?
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I am trying to add a new type of horse armor.
I have managed to register the item and it shows up.But whenever I put it on a horse is turns white.
public class MaterialReference { public static final HorseArmorType WOOD = EnumHelper.addHorseArmor(Reference.MODID + ":" + "wood", Reference.MODID + ":" + "horse_armor_wood", 500); }
public class WoodHorseArmor extends Item{ public WoodHorseArmor(){ setCreativeTab(CreativeTabs.COMBAT); setUnlocalizedName(Reference.MODID + "." + "woodhorsearmor"); setRegistryName("woodhorsearmor"); } @Override public HorseArmorType getHorseArmorType(ItemStack stack){ return MaterialReference.WOOD; } }
Where should I put the texture file for the model it self (the change of horse texture when I put the armor)?
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I would like to edit the texture of Horse.
Is there a source where can I download the vanilla textures?
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public class WoodHorseArmor extends Item{ public static final HorseArmorType HORSECRAFT_HORSEARMOR = EnumHelper.addHorseArmor("WOOD", Reference.MODID + ":" + "items/woodhorsearmor", 500); public WoodHorseArmor(){ setCreativeTab(CreativeTabs.COMBAT); setUnlocalizedName(Reference.MODID + "." + "woodhorsearmor"); setRegistryName("woodhorsearmor"); } @Override public HorseArmorType getHorseArmorType(ItemStack stack){ return HorseArmorType.WOOD; } }
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On 5/21/2019 at 9:30 PM, V0idWa1k3r said:
There is a HorseArmorType enum you could extend using EnumHelper.
Then your Item would override Item#getHorseArmorType to return your extended enum.
I override but when I am unable to add my custon armor to the HorseArmorType enum.
This is the line that should add to the enum:
public static final HorseArmorType HORSECRAFT_HORSEARMOR = EnumHelper.addHorseArmor(Reference.MODID + ":" + "horsecraft_horsearmor", Reference.MODID + ":" + "horsecraft", 500);What am I missing here?
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At your json model file for the item change the word "generated" to "handheld".
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I am trying to create a new type of horse armor and can't find which class should I extend.
What is the proper class for this? -
On 5/19/2019 at 4:11 PM, Cadiboo said:
Entity#setPosition and then World#spawnEntity. Make sure to only run this code on the logical server
Thank you I have tried for ages to figure this out!
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I am trying to spawn a horse at explosion event.
What command there is to spawn entities in specific location? -
Thank you Mysterious I will try them out!
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I am new to modding and would like to get a recommendation.
What is the best editing software for designing textures and models?
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4 minutes ago, diesieben07 said:
No. Either post a Github repo or post the relevant code (based on the crash report) in some accessible manner. Not as a download.
I'll post the code on Github.
How should I know wich part of the code is relevent to my crash.
Where can I find information about how to read the crash file?
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2 minutes ago, diesieben07 said:
Post your code.
Should I just zip it all and upload to here?
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I am new to modding I can't figure out why is my Mod failing to run.
It's now the third time I try to add a simple block unsuccessfully.
I am attaching the crash file.
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The MinecraftForge Documentation is very overwhelming and difficult to understand.
Can somebody recommend a good learning source to begin with?
[1.12.2] How should I be viewing vanilla code?
in Modder Support
Posted
I would like to see how vanilla minecraft code is structured.
How can I access the vanilla code with eclipse?