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ezeglace

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Everything posted by ezeglace

  1. ok i got the trade list thank you but how do i edit it to accept my gems alongside emeralds since there is nothing saying that it takes emeralds for what is being traded
  2. Or can i make it so that only my trades appear, completely overwriting the vanilla trades.
  3. ok so i have the trades working but i cant find the list of all the trades, which i need to properly give an equal chance that my mod trades appear along with the vanilla trades
  4. Thank you for this, I have found the method that I have been searching for void manipulateTradesForVillager(EntityVillager villager, MerchantRecipeList recipeList, Random random) Unfortunately, I have no idea how to use such method, but it seems that i can only add new stuff for emeralds to buy and sell
  5. I have added a few equivalent to emerald gems (ruby & sapphire) and would like to add them as replacements in trades or possibly allow any of the gems to be accepted in in any given trade. i have searched merchantrecipe, merchantrecipelist, an any othe rclas involving villager trades to no avail.
  6. Ah again thank you everything works now
  7. Ok so here is what i've got public boolean isBeaconBase; { return (blockID == PureBlock.blockID || blockID == RubyBlock.blockID || blockID == SapphireBlock.blockID); } but i am getting errors at the blockID's just before ==
  8. yes i figured that out after i posted my previous one apparently i was trying to return the wrong value, derp, thanks for your help.
  9. the method is void and cant return a value
  10. I know HOW to override a method the problem is WHAT i have to override
  11. maybe I typed something wrong but this @Override{ isBeaconBase; return true; } is giving me errors
  12. So i have added new ores similar to emeralds (rubies and sapphires) and of course storage blocks for them, now how to i make it so that those blocks can be used to power a beacon?
  13. Well how would i use such code?
  14. Well all the armor i made is repairable so it makes me wonder what code do i add to my tools? It must be in the armor class that I showed before, I guess i just put the same code in my tool classes.
  15. yeah you are right i guess i'll leave it as is. off-topic how do i make tools repairable with an anvil?
  16. Okay i think i got it i set the durability to Integer.MAX_VALUE and have it auto-heal (or reset health) somehow can anyone help with that?
  17. well if it helps at all this is the java file for the armor http://pastebin.com/KPmApPED
  18. well if i knew how to do that then problem solved, but it still bugs me that i cant make armor unbreakable and protective. i wonder how ee2 did it with the gem armor
  19. I tried that and unfortunately it does not work
  20. well if 0 means broken how is it that tools can be set to 0 and still work?
  21. yes well i can do that but that is not TRULY unbreakable now is it?
  22. So i have been making armor and one thing i noticed was that when you enter 0 for the durability in the enumarmormaterial, while unbreakable it does not protect you at all. This is the code that i have written. public static EnumArmorMaterial armorPure = EnumHelper.addArmorMaterial("Pure", 0, new int[]{10, 16, 14, 10}, 0); As you can see the durability is set to zero but it does not protect when worn. is there anyway to have the armor truly unbreakable while protect you as it should?
  23. Well i didn't know there was one in eclipse i tried looking knowing that that was the problem(yes i used two that's, but i used them properly) but i just couldn't find it thanks for this
  24. remove the config? but wont that cause problems when some one tries to use my mod with another that uses the same id codes?
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