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Hackbaellchen

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Everything posted by Hackbaellchen

  1. I don't know why.. I should work! Do you really changed it to this? player.getCurrentArmor(0);
  2. But I can't delete some func_*, which are used anywhere.. Or should I add a BlockPortal. in front of the func_* calls?
  3. The class in the MyModBlockPortal class?
  4. So.. What should I do now? If I rename the variable, it happens the same
  5. Flipper are boots right? So you might change player.getCurrentArmor(1) to 0!
  6. It just can be in my MyModBlockPortal class. The only func that I found is this: But there are many more in the part at the bottom IN this class: Should I edit the field at the top of the whole class? public static final int[][] field_150001_a = new int[][] {new int[0], {3, 1}, {2, 0}};
  7. Hey, in eclipse all works fine.. When I try to run Minecraft 1.7 (not eclipse) it'll crash with this error: MyModBlocks: Registry of my blocks.. MyModBlockObsidian: Same as BlockObsidian. MyModBlockPortal: Same as BlockPortal (but with my blocks) MyMod: Line 103: new MyModBlocks(); Thanks for help!
  8. And could you give me some hints? I haven't ever done something like this.. Thank you!
  9. How do I check if the player has this potion effect and which block is underneath him? EventListener: package MyMod; import cpw.mods.fml.common.eventhandler.SubscribeEvent; import cpw.mods.fml.common.gameevent.TickEvent; public class MyModEventListener { @SubscribeEvent public void onTick(TickEvent.ClientTickEvent event){ } } PotionHelper: package MyMod.handler; import java.util.HashMap; import net.minecraft.potion.PotionHelper; import MyMod.items.potion.MyModPotion; public class MyModPotionHelper extends PotionHelper { private static final HashMap potionRequirements = new HashMap(); public static final String effectMyMod; static { potionRequirements.put(Integer.valueOf(MyModPotion.potionMyMod.getId()), "0 & 1 & !2 &3 &3+6"); effectMyMod = ""; } } MyModPotion: package MyMod.items.potion; import net.minecraft.potion.Potion; public class MyModPotion extends Potion { public static final MyModPotion potionMyMod= (MyModPotion) (new MyModPotion(25, false, 7589137*16).setPotionName("potion.potionMyMod")); protected MyModPotion(int par1, boolean par2, int par3) { super(par1, par2, par3); } }
  10. Hey, I want to create a potion effect. When you walk on blocks, there is a 1% chance that it'll change into another block. Did someone create something similar to this or can help me? Thanks
  11. Thanks! :DD But how do I give the armor the texture?? (Not item) This method should be wrong.. public String getArmorTexture(ItemStack itemStack, Entity entity, int slot, int layer) { return "mymod:textures/models/armor/armor_layer_1.png"; }
  12. But if I want to create a new enum in MY ItemArmor class, it says I can only use the enum of the ItemArmor class.
  13. Hey, does someone knows how to create custom armor in 1.7.2?? They changed a lot of code!! Thanks!
  14. You may change the jre to jdk in JAVA_HOME
  15. Hey, could someone create a topic or tell me how to create a book, which shows all crafting recipes from my mod?? (Just my mod!) Thanks!
  16. So I added these lines of code in my mainclass: @EventHandler @SideOnly(Side.CLIENT) public void loadRenderingRegistry(FMLInitializationEvent event) { ClientRegistry.registerTileEntity(TileEntityObsidian.class, "Obsidian", new TileEntityObsidianRenderer()); } The tileentity (with the beam) should be my obsidian block. What do I have to put into the obsidian class from the beacon class?
  17. I already done this.. I haven't found the method where it is called..
  18. Someone there who knows how to create a normal block just with the beam of the beacon? No inventory, just beam. Thank you for your help!
  19. I removed it. It crashes again with the same error :-/ Edit: RenderingRegistry marked with @SideOnly. Can get closed =)
  20. Everytime I try to run the Server, I get this crash. https://www.mediafire.com/folder/wmjyewme0c4rm/Other Whats wrong there?! . The code of the class "EmeraldModCow" is exactly the same like the ModelCow
  21. Thanks! :DD And where do I have to put that files to import them into my mod ??
  22. Yeah, I meant the source code.. I already used setupDecompWorkspace :3 EDIT: I really have problems with that.. Can you send a complete folder to me?
  23. Thank you! But is there any way to have a look into Minecraft 1.7.2??
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