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Deadlyapples

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Everything posted by Deadlyapples

  1. Right I solved that issue. But not the item is invisible in my hands. The icon on the hotbar and inventory changes but its invisible in my hands both as the original tool and as the new texture Yeah I have no idea how to solve this. Hehe
  2. Right I have it working. In fashion anyway! @Override public IIcon getIconIndex(ItemStack thisItem) { NBTTagCompound evopoints = thisItem.getTagCompound(); if (evopoints == null) {evopoints = new NBTTagCompound();} if (!evopoints.hasKey("evolutionPoints")) {evopoints.setInteger("evolutionPoints", 0);} thisItem.setTagCompound(evopoints); if (evopoints.getInteger("evolutionPoints") >= 20) { System.out.println("Changing Icon"); return itemIconFleshBound; } else { return itemIconFusedBone; } } At the right number as in >= 20 it swaps texture. But it swaps to a texture that is blank. The black and purple checkerboard texture. Any ideas? I have my @Override registerIcons method just above that or does that need to be at the top of my items class file? Right at the top? I will check it out.
  3. Ahh I figured it out, its IIcon for 1.7.2 latest version. Not Icon. Thats all
  4. @Override public Icon getIconIndex(ItemStack thisItem){ } gives me attempting to use incompatible return type. Any ideas? I am currently using IntelliJ Idea btw. I actually prefer it for the most part.
  5. Dude! Thanks for the fast response! Will give this ago. Appreciate the help! Also what do you think of Eclipse vs IntelliJ ? Or are they more or less the same really ?
  6. Hi guys! I still have figure out how to change texture of a tool in realtime without changing the actual item which is not possible for the mod I am making. Any help with getting a texture to change would be appreciated. Those guides by TheGreyGhost are great but I still can't get my tools textures to change.
  7. Ok. I can try. But my mod is saved in that folder as suggested by many tutorials I have watched. I also seem to be unable to export or save / move my project.
  8. The method getIcon(ItemStack) of type FusedBonePickaxe must override or implement a supertype method Thats what I get when I try what you suggested GotoLink. Nice posts by TheGreyGhost. Is helping in some ways but I still can quite understand how to get my texture to change when the if statement tells it to. Also how would I change the name of an item in real time like I am trying to change the texture. I am basically wanting my item to transform into another while keeping all its NBT data. The only way I can think of getting this to work is that the item stays the same and its texture and name changes. OR the item does change but I then somehow have to get the NBT data to transfer over. I am not an experience programmer by any means. I am just trying to work my way through this and learn as I go. Also my source files dont work as I get a gradle setup issue. Forge could not decomp. No idea why. I have posted many topics on different forums and noone knows how to fix it.
  9. I am having issues as well.
  10. I have removed 8 and installed what you suggested. I am still getting the same error. Please help meeee
  11. Could you explain a little more in depth? I understand that I don't want to be using the setters because that is messing things up, changing the item type in general but I don't see how I can use a getter because don't they only get the information? Not let me change the information? getIcon doesn't let me change the icon does it? I also want to change the texture in game or is the icon part of it misleading?
  12. I am trying to trigger a texture and name change on a tool when some NBT stored data reaches a limit. Is there any way I can get this to work? I know that the follow code does not work because I have tried it myself and also from what little understanding on programming I have. Could I get some assistance with this please. I am a bit stuck to be honest. I have made lots of progress with the rest of my mod thanks to coolAlias and others help but I just need a little more feedback. Sorry if I am being a little impatient but I can't help my personality and psychology. When the evolution meter reaches 30 + changed item texture and name but not swap the actual item. Just change the way it looks and its name. But when I do this the texture doesn't change and the name becomes weird. Like name.FleshBoundPickaxe.## etc Any thoughts? The issue I think I am having is with that current code I am effectivly changing the entire item types name and texture. When what I want to be doing is just changing the texture and name and stats of the currently held item as its own thing. I just don't know how to work that out. Would I be able to do something with NBT data? //////// The other option I have is that I swap items entirely but then I need to somehow carry over NBT data. Is that possible? If so, how? An example of some kind helps a lot. That is the best way I absorb information. By example and practical applications.
  13. coolAlias I am trying to trigger something When the evolution meter reaches 30 + changed item texture and name but not swap the actual item. Just change the way it looks and its name. But when I do this the texture doesn't change and the name becomes weird. Like name.FleshBoundPickaxe.## etc Any thoughts? The issue I think I am having is with that current code I am effectivly changing the entire item types name and texture. When what I want to be doing is just changing the texture and name and stats of the currently held item as its own thing. I just don't know how to work that out. Would I be able to do something with NBT data?
  14. Hi guys I am having and issue with the command 'gradew setupDecompWorkspace' I have tried this on multiple computers, PC and Mac, and I am still getting the same issue. I have no idea why either. Any help would be appreciated.
  15. setupDecompWorkspace yields this mess!
  16. All I get at the end is build failed. Then when I open the class file it still says Source not found. I have had this issue on every computer I have tried. My Java I am sure is set up correctly, but that gradlew setupDecompWorkspace doesn't work. Any thoughts?
  17. I dunno if this is a bug on my part or whether things have changed but with 1.7 all I am seeing in the class file editor for ItemTool.class us Source file not found. Then all the code underneath is hideous to look at. No comments as well. Or Javadocs etc.
  18. Aaaaand. Another questions. How does one change a tools efficiency / speed of harvesting? I see there is the ability to .getDigSpeed() but not a way to set it?
  19. Btw is there a way of disabling an items ability to take damage? I know there is a .isDamageable() but is it possible to set that to false so that it isn't damageable ?
  20. "These are not the methods you are looking for.." *waves hand about like a Jedi*
  21. So you are telling me that Minecraft and java programming is not magic? Well I am truly disappointed! My dreams are scattered! Oh wait I forgot to ask. Is there any way of displayed the stored NBT data on the actual tool? You know how you can see this weapon as 6 Damage or what ever on the tool. Can you display as simple text or color text some of the information? Like I could show that the tool has 21 out of 100 kills on it or something like that?
  22. Oooh. Herp a derp on my part. So I could set base stats for the tools (Like you normally do for a weapon / tool) and from then on i can have their stats change based on if statments, mob damage, block breaking and other things, and have it also save that data as NBT data or change stats by checking the NBT data? But what your saying is you cannot have the damage changed by the nbt data at initialization because the tool really doesn't exist then? I appreciate all the fast replies btw. You are really helping me learn more as I make this mod!
  23. Could I not declare and set up the nbt prior to the weapons damage and other stats then this.setDamage() equals NBTDamage ? I am still learning so trial and error works for me as it always does hehe The other thing is that because I am still learning and new to this I am probably going to make so e messy code for the most part. But if I can get some of the functionality to work as I understand at the moment then I can develop my knowledge of programming with minecraft and make the code more efficient.
  24. I both understand and am completely confused at the same time. Haha! I will just have to get used to all this stuff. But I am enjoying it greatly. I understand doing all this overriding of stats. Also are you saying that storing durability, damage, kills, upgrades, breakable/or not, speed is all stored as NBT data and the weapons damage is derived or extracted from the NBT data? That way as the NBT data changes so does the weapons damage, speed, durability etc?
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