Jump to content

endershadow

Forge Modder
  • Posts

    535
  • Joined

  • Last visited

Everything posted by endershadow

  1. what did you do?
  2. It's real easy if you have a tile entity.
  3. how would I use ASM
  4. 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.
  5. what? and like I said, I haven't been able to find the code that deals with player range.
  6. 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.
  7. 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
  8. 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);
  9. 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); }
  10. 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?
  11. I think it's actually func_96440_m
  12. This would be something I'd like to know how to do too. is there a player variable that gets changed?
  13. public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack stack) { //conditional statement here player.fallDistance = 0; }
  14. your supposed to put the method in your armor file. don't use a tick handler for that.
  15. It works. I'm using it in my mod.
  16. 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
  17. 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.
  18. 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.
  19. I'm actually making a mod for minecraft based on code lyoko. and what's the buffer?
  20. I take it you like code lyoko? EDIT: where is minecraftInstance?
  21. he already fixed the problem. he just hasn't marked this as [sOLVED]
  22. 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;
  23. you need the entire mod coded or just the block?
  24. somehow when I looked at the code again, I completely understood it. It worked perfectly. thank you.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.