
endershadow
Forge Modder-
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Everything posted by endershadow
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It's real easy if you have a tile entity.
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how would I use ASM
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the with of the texture has to be a multiple of 16 and the height of the texture needs to be a multiple of the width.
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what? and like I said, I haven't been able to find the code that deals with player range.
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I've noticed that the player has a farther range for breaking/placing blocks, and I haven't been able to figure out how to do that myself, but I want to make my mod increase the player's range when wearing certain armor. any help appreciated.
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The mod runs fine when ran through eclipse, but as soon as I try to run it in normal minecraft, it crashes. I have the latest forge installed and it's a mod I made myself. here's the Crash Report and my source code. Crash Report
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if this is in the class where you register the item or block, do GameRegistry.addRecipe(new ItemStack(ParallelWorlds.NightStone, 1), "XX", "XX", Character.valueOf('X'), NightGem); otherwise do GameRegistry.addRecipe(new ItemStack(ParallelWorlds.NightStone, 1), "XX", "XX", Character.valueOf('X'), CLASS_THAT_ITEM_OR_BLOCK_IS_REGISTERED_IN.NightGem);
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nevermind. just do this for the texture @Override protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3) { //draw your Gui here, only thing you need to change is the path GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.mc.renderEngine.func_98187_b("/mods/lyoko/textures/gui/supercalculator.png"); int x = (width - xSize) / 2; int y = (height - ySize) / 2; this.drawTexturedModalRect(x, y, 0, 0, xSize, ySize); }
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how would I bind the texture for the GUI in 1.5? here's what i have @Override protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3) { //draw your Gui here, only thing you need to change is the path int texture = mc.renderEngine.getTexture("/matt/lyoko/gui/supercalculator.png"); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); this.mc.renderEngine.bindTexture(texture); int x = (width - xSize) / 2; int y = (height - ySize) / 2; this.drawTexturedModalRect(x, y, 0, 0, xSize, ySize); } It says that I need to make bindTexture public. should i be doing this differently?
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I think it's actually func_96440_m
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This would be something I'd like to know how to do too. is there a player variable that gets changed?
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public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack stack) { //conditional statement here player.fallDistance = 0; }
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your supposed to put the method in your armor file. don't use a tick handler for that.
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How would I go about coding a custom cape?
endershadow replied to ZeldaCorporation's topic in Modder Support
It works. I'm using it in my mod. -
if (player.getCurrentItemOrArmor(4) != null && player.getCurrentArmor(3) != null && player.getCurrentItemOrArmor(2) != null && player.getCurrentItemOrArmor(1) != null) { ItemStack helmet = player.getCurrentItemOrArmor(4); ItemStack plate = player.getCurrentItemOrArmor(3); ItemStack legs = player.getCurrentItemOrArmor(2); ItemStack boots = player.getCurrentItemOrArmor(1); if (helmet.getItem() == mod_MainClass.TutHelmet && plate.getItem() == mod_MainClass.TutPlate && legs.getItem() == mod_MainClass.TutLegs && boots.getItem() == mod_MainClass.TutBoots) { player.addPotionEffect((new PotionEffect(Potion.confusion.getId(), 200, 0))); } } put that in the onArmorTickUpdate method
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Change Block.getCollisionBoundingBoxFromPool()
endershadow replied to LordFokas's topic in Suggestions
that's actually really useful. that would be really useful for making walls that only certain people can go through/people with certain items or armor can go through. -
How would I go about coding a custom cape?
endershadow replied to ZeldaCorporation's topic in Modder Support
one last question, where do I put the code? do I put it in the client proxy. ya, you can help. depends on what you'd be able to help with though. -
How would I go about coding a custom cape?
endershadow replied to ZeldaCorporation's topic in Modder Support
I'm actually making a mod for minecraft based on code lyoko. and what's the buffer? -
How would I go about coding a custom cape?
endershadow replied to ZeldaCorporation's topic in Modder Support
I take it you like code lyoko? EDIT: where is minecraftInstance? -
he already fixed the problem. he just hasn't marked this as [sOLVED]
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Make Tools Repairable AND Enchantable
endershadow replied to silenthunder2's topic in Modder Support
use this. private EnumToolMaterial material; public boolean getIsRepairable(ItemStack stack, ItemStack stack2) { if(stack.getItem() == SunMod.silverIngot && material == silver) { return true; } else if(stack.getItem() == SunMod.electrumIngot && material == electrum) { return true; } } and in the constructor do material = par2EnumToolMaterial; -
[Help]I need someone to code for me
endershadow replied to ThexRedxWarrior's topic in Modder Support
you're right -
[Help]I need someone to code for me
endershadow replied to ThexRedxWarrior's topic in Modder Support
you need the entire mod coded or just the block? -
[SOLVED] GUI not displaying accurate data
endershadow replied to endershadow's topic in Modder Support
somehow when I looked at the code again, I completely understood it. It worked perfectly. thank you.