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Tsiumi

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Everything posted by Tsiumi

  1. both don't work... public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, World par4World) { for (int j = 0; j < MinecraftServer.getServer().worldServers.length; ++j) { WorldServer worldserver = MinecraftServer.getServer().worldServers[j]; worldserver.setWorldTime(worldserver.getWorldTime() + (long)100); } return true; } The Time don't increased if i hit a enemy its the same time MinecraftForge says again Unable to parse animation metadata from gw2:textures/items/twillight.png: broken aspect ratio and not an animation
  2. It's only drop the Items/Blocks in: else return rand.nextInt(40 - par2 * 3) == 30 ? Item.ingotIron.itemID : Item.stick.itemID; } Need help D:
  3. both twillight(twillight.png and twillight.txt) Here is the Code: package GW2.item; import java.awt.Dimension; import GW2.GW2; import GW2.creativetab.Gw2Tabs; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraft.util.Icon; public class ItemTwillight extends Item { private int weaponDamage; private final EnumToolMaterialGW2 toolMaterial; public ItemTwillight(int par1, EnumToolMaterialGW2 par2EnumToolMaterialGW2) { super(par1); this.toolMaterial = par2EnumToolMaterialGW2; this.maxStackSize = 1; this.setMaxDamage(par2EnumToolMaterialGW2.getMaxUses()); this.setCreativeTab(Gw2Tabs.tabGW2); this.weaponDamage = 6 + par2EnumToolMaterialGW2.getDamageVsEntity(); } public int func_82803_g() { return this.toolMaterial.getDamageVsEntity(); } @SideOnly(Side.CLIENT) public float getStrVsBlock(ItemStack par1ItemStack, Block par2Block) { if (par2Block.blockID == Block.web.blockID) { return 15.0F; } else { Material material = par2Block.blockMaterial; return material != Material.plants && material != Material.vine && material != Material.coral && material != Material.leaves && material != Material.pumpkin ? 1.0F : 1.5F; } } /** * Current implementations of this method in child classes do not use the entry argument beside ev. They just raise * the damage on the stack. */ public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, World par4World) { par4World.setWorldTime(+100); return true; } public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving) { if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D) { par1ItemStack.damageItem(2, par7EntityLiving); } return true; } /** * Returns the damage against a given entity. */ public int getDamageVsEntity(Entity par1Entity) { return this.weaponDamage; } @SideOnly(Side.CLIENT) /** * Returns True is the item is renderer in full 3D when hold. */ public boolean isFull3D() { return true; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.block; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 72000; } /** * 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) { par2World.setWorldTime(24000); par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); return par1ItemStack; } /** * Returns if the item (tool) can harvest results from the block type. */ public boolean canHarvestBlock(Block par1Block) { return par1Block.blockID == Block.web.blockID; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return this.toolMaterial.getEnchantability(); } /** * Return the name for this tool's material. */ public String getToolMaterialName() { return this.toolMaterial.toString(); } /** * Return whether this item is repairable in an anvil. */ public boolean getIsRepairable(ItemStack par1ItemStack, ItemStack par2ItemStack) { return this.toolMaterial.getToolCraftingMaterial() == par2ItemStack.itemID ? true : super.getIsRepairable(par1ItemStack, par2ItemStack); } } The Texture path is in the Main Class: .func_111206_d("gw2:twillight") btw public boolean hitEntity(ItemStack par1ItemStack, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, World par4World) { par4World.setWorldTime(+100); return true; } I want to make if i hit a entity the Worldtime increased +100 ticks... how can i make that?
  4. 2 Errors: public int idDropped(int par1, Random rand, int par2) { if(par2 > 3){ par2 = 3; } if((40 - par2 * 3) == 0{ return Item.diamond.itemID; } if((40 - par2 * 3) == 10 { return Item.ingotGold.itemID; } else return rand.nextInt(40 - par2 * 3) == 30 ? Item.ingotIron.itemID : Item.stick.itemID; }
  5. The Same problem with itemID
  6. It says a error: else return rand.nextint(40 - par2 * 3) == 30 ? this.blockID;
  7. It's only drop the Item/Block in: else return this.blockID;
  8. http://www.mediafire.com/view/md36pllqa7uui79/twillight.png# (i don't know why in the background are the textures from portal only in Mediafire) here the .txt 0*2 1*2 2*2 3*2 4*2 5*2 6*2 7*2 8*2 9*2 10*2 11*2 12*2 13*2 14*2 15*2 16*2 17*2 18*2 19*2 20*2 21*2 22*2 23*2 24*2 25*2 26*2 27*2 28*2 29*2 30*2 31*2
  9. Not every time.... like Gravel sometimes it drops gravel sometimes it drops flint!
  10. Here is my code: public ArrayList<ItemStack> getBlockDropped(World world, int x, int y, int z, int metadata, int fortune) { ArrayList<ItemStack> ret = new ArrayList<ItemStack>(); for(int i = 0; 0 < world.rand.nextInt(3); i++) ret.add(new ItemStack(GW2.garlic, 1, damageDropped(metadata))); for(int i = 0; 0 < world.rand.nextInt(3); i++) ret.add(new ItemStack(GW2.vanillaBean, 1, damageDropped(metadata))); for(int i = 0; 0 < world.rand.nextInt(3); i++) ret.add(new ItemStack(GW2.oreganoLeaf, 1, damageDropped(metadata))); for(int i = 0; 0 < world.rand.nextInt(3); i++) ret.add(new ItemStack(GW2.bayLeaf, 1, damageDropped(metadata))); return ret; But the Items drops at the same time i want one Item drops with a chance like Gravel but with the same chance and 4 Items!
  11. One .png file with 64x2048 size
  12. Hello ^__^ I want to make a BlockShrub folder with different drops If i have a blackberry and blueberry Shrub the one drops blackberrys the other blueberrys u know what i mean? LG Tsiumi
  13. Hello I have made a Sword with animations but it not works :'( without animation (16x16) it works, but with animation(64x2048(HD)) it doesn't work! if i rename it to apple.png and put it in the temp folder the apple has the animation but my items doesn't have it ;( can you help me? LG Tsiumi
  14. I've download the new MCP and the new Minecraftforge-src... All works perfectly, Forge installed.... But the src, temp folder missed in 1.5.2 all works.... but in 1.6.2.... Can you help me plz? i have a big project.... that i must continue!!! I use MCP 8.05 and Forge 1.6.2-9.10.0.804 LG Tsiumi
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