
Nieue
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Everything posted by Nieue
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How would I go about doing that exactly?
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1. I'd like to be able to let one item change into another over time. From 10-15 minutes approximately. 2. Also how would I go about creating a Mana Bar? It'd be charged over time and some items from my mod would only work if the bar has enough charge + when those items are used the bar would go down. Are these things possible?
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Didn't work.... That is not very descriptive... WHAT does not work exactly? And where's your code you're using? The custom item doesn't drop from the monster Event class Main mod class
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Okay, that worked But, the item I right click doesn't go away when I right click it. I do want it to do that, how? If you put the code in the block, use the line Yagoki put in there: par5EntityPlayer.getHeldItem().stackSize -= 1; //only if you want to use the item when you do this. If you put it in the item, you should be able to use the same code. So where should I put this in the code? (I'm using it on an item) Right after World.setBlock Thanks! It worked
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Okay, that worked But, the item I right click doesn't go away when I right click it. I do want it to do that, how? If you put the code in the block, use the line Yagoki put in there: par5EntityPlayer.getHeldItem().stackSize -= 1; //only if you want to use the item when you do this. If you put it in the item, you should be able to use the same code. So where should I put this in the code? (I'm using it on an item)
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Didn't work....
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How do I do this in 1.5? Because this method doesn't work. I want to let a Wither Skeleton drop a custom item.
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Aww, damn. But can I do the same in a custom multiple input furnace? Like adding a damaged diamond sword with theat repair thing and I get a repaired diamond sword + the repair thing back?
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Hello, as you can see in the title I would like to create an infinite repair item. What this means is that it can repair anything (armor, weapons, tools) in an anvil. And it wouldn't go away, like a diamond/ingot does when it goes in an anvil. I would like to create seperate repair items for each material (wood, stone, iron, gold, diamond and my own materials) How do I do this? Or is this impossible? P.S. I would also like to know how you create a tool with infinite durability, like DevineRPG has.
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Oh...that severely complicates things. It may also be why you had trouble with the HashMap. Could you maybe create a video tutorial for this? I also wanted to know how to do this
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Jesus christ. Use a freaking string. Don't try to reference the @Mod annotation. He said use what's IN the annotation. So if I have this: @Mod(modid = "MoGems",name = "Mo' Gems and Ingots", version = "0.4.0") I should put Mo' Gems and Ingots?
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What should I replace UCReferences.MOD_ID with? Your modid that you used in your @Mod annotation in your main class That didn't work, it gives me an error under the MODID name and 4 fix options: Create constant 'MYMODID' <- not the name by the way Create local variable 'MYMODID' Create field 'MYMODID' Create parameter 'MYMODID'
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[quote name="larsgerrits" post="43862" timestamp="1369060732"] [quote author=Nieue link=topic=8650.msg43838#msg43838 date=1369055430] [quote author=larsgerrits link=topic=8650.msg43836#msg43836 date=1369055194] For armor, did your armor class implement IArmorTextureProvider. It says that it's deprecated but it still works. [/quote] Yeah I did that, but it didn't work for me. And I it gave me errors, so I deleted the armor class because I wanted to do something else without errors. So I don't have the armor class anymore, can you show me how to set up a good armor class? [/quote] Yeah, this is my SapphireArmor class: [spoiler] public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon(UCReferences.MOD_ID + ":" + this.getUnlocalizedName()); } What should I replace UCReferences.MOD_ID with?
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In your GUI code there's some X and Y coordinates. THAT'S what's offset. Okay, thanks
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where should I put it?
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Yeah I did that, but it didn't work for me. And I it gave me errors, so I deleted the armor class because I wanted to do something else without errors. So I don't have the armor class anymore, can you show me how to set up a good armor class?
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Ow, I've got 1 more problem with the GUI: When turned on: GUI file:
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Armor I haven't messed with. I believe they work differently from everything else GUIs don't do the registerIcon stuff. They use mc.renderEngine.bindTexture("full/path/to/texture.png") where the full path starts after "src/minecraft/" so if you want to put those textures in a gui folder next to your blocks and items, then you'd use: mc.renderEngine.bindTexture("/mods/MODNAME/textures/gui/GUI.png"); Thanks dude, you're a great help
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Okay so I got the textures working for the blocks, but not for the armor and gui
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But why don't I get the texture then?
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The problem might be that none of my blocks have a texture without a .unlocalizedName thingy behind it in the main class