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Posts
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Everything posted by IxCxP
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Thanks, no errors, but nothing appears in the chat EDIT: FIXED! Thanks! I just had the method renamed and was using the wrong item...
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So, I used to be able to do this with modloader but I want the mod to be smp so I am making it completely forge. I want it so when I right click it with my item is adds potion effects (done) and displays a message in chat. Code so far: public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if (par3EntityPlayer.capabilities.isCreativeMode) { return par1ItemStack; } else if (par3EntityPlayer.ridingEntity != null) { return par1ItemStack; } else { --par1ItemStack.stackSize; par2World.playSoundAtEntity(par3EntityPlayer, "random.orb", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { (par3EntityPlayer).addPotionEffect(new PotionEffect(Potion.regeneration.id, 40, 4)); (par3EntityPlayer).addPotionEffect(new PotionEffect(Potion.damageBoost.id, 400, 4)); } Thanks!
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When I was coding in 1.5, I assumed my code was both MP/SP but why is there now a Client package and a Server package? When I added my src to the folder the actual code is only in the client package.
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So should it be: public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon("medieval:swordLongsword"); }} Thanks Gaara, this worked!
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So should it be: public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon("medieval:swordLongsword"); }}
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My custom creative tab isn't appearing as well, I really have no clue what could be causing that as its the same code from 1.5.1.
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Its not a crash, but I'm getting this in console: TextureManager.createTexture called for file textures/items/swordRapier.png When I should be getting: TextureManager.createTexture called for file mods/medieval/textures/items/swordRapier.png
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Yep, it won't find my textures either.
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Bump*
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I'm trying to make a gun-type item, well...a bow that doesn't pull back. So what do I take out of my bow class to remove pullback? And for textures, it keeps saying it cant find textures that are in their proper locations. I have public static final String[] bowPullIconNameArray = new String[] {"SlimeCannon", "bow_pull_1", "bow_pull_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; and @SideOnly(Side.CLIENT) private Icon[] Texture = new Icon[4]; public void updateIcons(IconRegister iconRegister) { iconIndex = iconRegister.registerIcon("mymodname:" + this.getUnlocalizedName().substring(5) + "_0"); for (int N = 0; N < 4; N++) { this.Texture[N] = iconRegister.registerIcon("mymodename:" + this.getUnlocalizedName().substring(5) + "_" + N); } } public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if(player.getItemInUse() == null) return this.iconIndex; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 18) { return Texture[3]; } else if (Pulling > 13) { return Texture[2]; } else if (Pulling > 0) { return Texture[1]; } return Texture[0]; }
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I'm trying to make a gun-type item, well...a bow that doesn't pull back. So what do I take out of my bow class to remove pullback? And for textures, it keeps saying it cant find textures that are in their proper locations. I have public static final String[] bowPullIconNameArray = new String[] {"SlimeCannon", "bow_pull_1", "bow_pull_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; and @SideOnly(Side.CLIENT) private Icon[] Texture = new Icon[4]; public void updateIcons(IconRegister iconRegister) { iconIndex = iconRegister.registerIcon("mymodname:" + this.getUnlocalizedName().substring(5) + "_0"); for (int N = 0; N < 4; N++) { this.Texture[N] = iconRegister.registerIcon("mymodename:" + this.getUnlocalizedName().substring(5) + "_" + N); } } public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if(player.getItemInUse() == null) return this.iconIndex; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 18) { return Texture[3]; } else if (Pulling > 13) { return Texture[2]; } else if (Pulling > 0) { return Texture[1]; } return Texture[0]; }