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xXRoboJackXx

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Everything posted by xXRoboJackXx

  1. So if this is my bow where would I put the icons and what code? package mods.blueeagle.common.items; import mods.blueeagle.common.mod.mod_TheGodMod; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; public class AngelBow extends Item { public AngelBow(int par1) { super(par1); this.maxStackSize = 1; this.setMaxDamage(384); this.setCreativeTab(CreativeTabs.tabCombat); } public int getIconIndex(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (usingItem != null && usingItem.getItem().itemID == mod_TheGodMod.AngelBow.itemID) { int X = usingItem.getMaxItemUseDuration() - useRemaining; if (X >= 18) return 8; if (X > 13) return 7; if (X > 0) return 6; } return getIconIndex(stack); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int var6 = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, var6); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } var6 = event.charge; boolean var5 = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (var5 || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { float var7 = (float)var6 / 20.0F; var7 = (var7 * var7 + var7 * 2.0F) / 3.0F; if ((double)var7 < 0.1D) { return; } if (var7 > 1.0F) { var7 = 1.0F; } EntityArrow var8 = new EntityArrow(par2World, par3EntityPlayer, var7 * 2.0F); if (var7 == 1.0F) { var8.setIsCritical(true); } int var9 = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (var9 > 0) { var8.setDamage(var8.getDamage() + (double)var9 * 0.5D + 0.5D); } int var10 = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (var10 > 0) { var8.setKnockbackStrength(var10); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { var8.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + var7 * 0.5F); if (var5) { var8.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(var8); } } } public ItemStack onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } @Override public void func_94581_a(IconRegister iconRegister) { iconIndex = iconRegister.func_94245_a("blueeagle:AngelBow"); } } And the same for armour: package blueeagle.common.items; import blueeagle.common.mod.mod_TheGodMod; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumArmorMaterial; import net.minecraft.item.ItemArmor; import net.minecraft.item.ItemStack; import net.minecraft.util.Icon; import net.minecraftforge.common.IArmorTextureProvider; public class AngelArmor extends ItemArmor implements IArmorTextureProvider{ public AngelArmor(int par1, EnumArmorMaterial par2EnumArmorMaterial, int par3, int par4) { super(par1, par2EnumArmorMaterial, par3, par4); } public String getTextureFile() { return "/Textures/Items.png"; } @Override public String getArmorTextureFile(ItemStack itemstack) { if (itemstack.itemID == mod_TheGodMod.AngelHelmet.itemID || itemstack.itemID == mod_TheGodMod.AngelPlateBody.itemID || itemstack.itemID == mod_TheGodMod.AngelBoots.itemID) { return "/armor/Angel_1.png"; } if(itemstack.itemID == mod_TheGodMod.AngelPlateLegs.itemID) { return "/armor/Angel_2.png"; } return null; } { } } And what code do I delete? Thanks for the help if you do.
  2. Let me clarify the armor and bows, what I mean is the icons so like for the armor the helmet, body, legs and boots. For the bow the icons for when you keep hold of right click.
  3. Hi, I'm wondering what the new code is for the textures of Armours and bows. I have the old codes but they don't seem to work anymore. If anyone can help please reply, if you want me to add the old codes then just ask. Lastly, if you can answer this one: par1World.editingBlocks = true; Editing blocks no longer works and I was wondering what the new thing for it was. Thanks for reading.
  4. Could anyone help me with my dimension. What I want to do is remove all the stone and ores from underneath so it's just air (I made my own biome but it doesn't remove the stone and ores) so can anyone post a reply in telling me how to delete the stone and ores and water from the dimension, thank you for future reference. BiomeHeaven: http://paste.minecraftforge.net/view/embed/5fbe5ceb World Provider Heaven: http://paste.minecraftforge.net/view/embed/440f361e Chunk Provider Heaven: http://paste.minecraftforge.net/view/embed/7f2a1b42
  5. Added new video.
  6. Votes ended
  7. Votes Unlocked. The winning vote will be added to the modification, if asked the winning vote will be improved upon.
  8. xXRoboJackXx posted a topic in Mods
    God Mod (Not yet available) Me and my team are working on a new mod called 'The God Mod" basically what it is, is 3 new forces Heroic, Balanced and Demonic. These 3 forces have 1 boss each, and you can fight them all. The 3 bosses also drop unique items like Demonic Armour, weapons etc. There is also 4 new forces each with their own kingdom there's Crimson (Who's red) there's neon (blue), shadow (green), and lastly undead (yellow). The knights of the forces all drop shards of a sword, but to make the sword you need the handle, so to get the handle you need to find a ghoul roaming the lands at night. One person you will need to look out for at night is the hunter, a forgotten knight that roams the lands at night, but he is rarely found. The hunter will drop a shadow blade. Still A LOT more to come but these are the basics. Keep posted Edit: date; 28/12/2012, time; 20:07: New, the Undead Knights will now spawn in a grave yard, not a castle. Additional Information: RoboJack - Lead: Design, Texturing, Feature Development, also mob texturer and at times modeler. wamlab - Coding, Scripting and Implementation DE4DShot - Audio, Design and Art ~Removed Sexymf~ ike_gottheit - God Mob Modeler. AzlaCraft - Modeler, design God names: Demonic - Abaddon - Evil God Balanced - Baltheros - Balanced God Heroic - haremes - Good God Youtube contents page (For the God Mod updates) video: [embed=425,349] [/embed] Picture the 4 new forces: http://i1060.photobucket.com/albums/t456/xXRoboJackXx/promo33_zps1200a4c3.png[/img] A picture of the angel and demon young ling: http://i1060.photobucket.com/albums/t456/xXRoboJackXx/promo_zpsee024f92.jpg[/img] A picture of the three MAIN Armours: http://i1060.photobucket.com/albums/t456/xXRoboJackXx/promo22_zps90d0bb49.jpg[/img] More pictures are coming.
  9. I restarted and imported all my codes. I don't know what I edited before but restarting seemed to work. I applaud and thank you my friend.
  10. Whenever I start my mod in eclipse it goes fine for about 5 seconds until I click single-player, then I get this crash report. If anyone could help ASAP I would be great full.
  11. Hi I'm fairly new to forge and I have tried to make a mobs texture but when I do my textures comes out like this http://puu.sh/26bH9 the same thing happens to my friend and I don't know the cause of it. The mob in the mod file: Entity file: Model file: Lastly the render file: If anyone can help please do.
  12. Solved. I restarted from the top.
  13. I keep getting this error when trying to test run my mod, I know I have the correct version of everything aswell. Please help: Error below;

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