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About d3us

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    Tree Puncher


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  1. Thanks, I'll try it. Genius idea about it only changing when being held, but that would mean i would have to find a way to make the user keeps track of sword damage or ingame time.(Maybe also change sword texture based on time?)
  2. Hi, so I'm trying to make a sword that has an AD depending on the current time (ticks). The sword's attack damage should increment slowly from 0 at midnight towards 20 at noon and then drop back towards 0.(values are irellevant) Any ideas about how I would do that? I thought about only incrementing the AD every 600 or 300 ticks (30/15 seconds) so that I would only change it after the AD would hit a certain round value (1 or 0.5), but I don't really know how I would implement that. (The rest of the mod is empty, this would be the only thing in it) I'm new to modd
  3. Hi, I just updated my mod to the latest version of forge (from 1.15.2 to 1.16.4) Everything seems to be working just fine. (only some deprecated effects are used, the rest is all updated) I seem to keep getting this error and I don't understand what it's supposed to mean.
  4. Hi, so I'm trying to make a sword that has an attack damage dependant on the world time. From what I understand, it is too early to get the world time as early as the preInit, so I was thinking of initially setting the "timeAD" to something irrelevant, then replacing it with the actual "time attack damage" after the getWorldTime() is callable. This is my first mod, so how do I do that? The mechanic that I'm trying to achieve is the sword having the following attack damage: 0 at midnight, increasing tick by tick towards 50 at noon, then decreasing back to 0.
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