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Nieue

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  1. Thanks for responding. I didn't think of any of the things you pointed out. I get it now. Have a nice day, and thanks for all of the hard work on forge
  2. If it were to be possible, could there be a way inside of Forge that checks the oredictionary in a better way than the recent one? This is very vague, so I'll give you an example of what I mean: Subject: Copper The player has 3 different mods installed that all add 3 different types of Copper (ingot, ore, dust, etc. [if there is any more]) They all have configured their Copper in the correct way Before loading the game, Forge goes through the mods to find if there are any items/blocks in the mod that use the oredictionary in the correct way. Forge finds them, and replaces all of them with Forges own Copper (ingot, ore, dust, etc.) When the player loads the world, he will only find 1 type of Copper Ore, Ingot, Dust, etc. Thanks for reading
  3. Just go into minecraft 1.6 survival and eat a golden apple, you'll see
  4. Ah, and in the end, the line will be with all 4 items, right?
  5. Okay, so I got the boots to work, but when I try to do it so that when you also wear the leggings it gives you two more hearts it doesn't work. Here's my code (the leggings are not working) package assets.caves_of_millarki.client; import java.util.EnumSet; import assets.caves_of_millarki.common.Mainclass; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.PotionEffect; import cpw.mods.fml.common.ITickHandler; import cpw.mods.fml.common.TickType; public class MillarkiTickHandler implements ITickHandler { private static int absorption = 22; @Override public void tickStart(EnumSet<TickType> type, Object... tickData) { playerTick((EntityPlayer) tickData[0]); } @Override public void tickEnd(EnumSet<TickType> type, Object... tickData) { // Nothing in here unless you want it to do something when the tick ends... } @Override public EnumSet<TickType> ticks() { return EnumSet.of(TickType.PLAYER); } @Override public String getLabel() { return null; } // This is the important method, that is where you put your armour effect code in. public void playerTick(EntityPlayer player) { // Armour effect example if(player.getCurrentArmor(0) != null) { if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneBoots.itemID) { player.addPotionEffect(new PotionEffect(absorption, 5, 0)); } { if(player.getCurrentArmor(0).itemID == Mainclass.PureStoneLegs.itemID) { player.addPotionEffect(new PotionEffect(absorption, 5, 0)); } } }}}
  6. Thanks, that worked perfectly! Pretty much a derp from me But I still need help with the armor
  7. Absorption is what you get when you eat a golden apple in 1.6, you also get regeneration. Absorption gives you 2 extra hearts
  8. I want to be able to give the player a potion effect when it is wearing armor. Also, a bit more specific, when it is wearing a specific piece. So for example, when the player wears a helmet it gives him 2 hearts of absorption. When he wears the chestplate it gives him the same, but when he wears both it gives him 4 hearts of absorption. How would I go about doing this when I have this armor class: Also, I created a custom crafting table, but the recipes don't work. In 1.5 they did, what am I doing wrong now? Block: Crafting Manager: Recipe Sorter: Gui: GuiHandler: Slot: Thanks already
  9. Yes, please do this someone!
  10. I'd rather wait for when it is possiblein a way like normal armor is
  11. Yes: 2013-07-24 17:46:30 [iNFO] [sTDOUT] HELLOOOOOO
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