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wirsbobrsiw

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Everything posted by wirsbobrsiw

  1. I played a little around with the inventory this night. My internet wasn't working so I had to find out of this myself. The code I used above, the addSlotContainer worked, but I forgot to add slots both in the client and the server. That's what caused the error. And I'm fine with the incompability, because playing my mod with any inventory changing mods will ruin the gameplay. Oh, and the "private static final String __OBFID = "CL_00001755";" is something that's already in the armor slot code, so I just kept it. Didn't think much of it. Anyways, there is one last thing I need help with. It's the swinging animation. I want to change how fast your hand swings according to the item you're holding. I've tried so many different things, but it's really hard to figure a way to do this. I've somehow tried to overlap the old "this.swingProgress = (float)this.swingProgressInt / (float)i;", but it seems so cause bugs no matter how I do it. What I need is something like this.swingProgress = (float)this.swingProgressInt / (float)i / j; where "j" is the item speed. I'm guessing there should be a simple way to do this, maybe by cancel out the "updateArmSwingProgress()" which takes care of the swing speed. I've looked for a way to cancel it, but couldn't find an easy and non-buggy way.
  2. Allright. Thanks. I'll try to do whatever I can not to use coremods. It seems like I've finished most of the mechanics anyways. If you want, you can help me with it. I don't think there are any events to help me with this, so I have to do something else. I'm not expecting you to finish the code, but if you would tell me where to look, I'd be grateful. First thing I'm gonna do is to add a few more slots to the survival inventory. I've already added the slots, and it looks great, but the problem is that when I click the slot, I get a crash. Not quite sure why this is happening, as I am putting the slot into the arraylist. I'll show you my code. WMod: ContainerEvent:
  3. But since there are a couple of things that isn't supported by events and stuff, I'm thinking, if I add a small if-statement or something in a field, it won't matter too much. Maybe it can cause minor non-compability with a few mods, but this mod isn't supposed to be played with anything else than maybe TMI, graphic mods, x-ray and other non-gamechanging mods. And if I change as little as I'm going to, I'm pretty sure it won't affect these mods in any way. I'm doing what I can not to edit base classes, but there are still 2-3 small statements I'm missing.
  4. Hmm, maybe you're right. It seems like I can do a few more things using events. But there are more things, like, I would need to add a little if statement in the left click void in Minecraft.class. I'm gonna do so that you cannot swing your arm as long as it's already swinging. I'm not gonna ask you to do all the work on my mod or anything, but I just don't think there are events for everything so I'm just asking if there is any solution.
  5. Well sure. Let's take the armor as an example. I want to remove the old, ugly, vanilla armor mechanic. I don't like it at all, it's messy. Instead of the original armor I want to create damage reduction out from armor points. Let's say you have 1000 armor, that will equal, let's say 40% damage reduction. To do this, I would have made this: /** * Reduces damage, depending on armor */ protected float applyArmorCalculations(DamageSource par1DamageSource, float par2) { if (!par1DamageSource.isUnblockable()) { int i = 25 - this.getTotalArmorValue(); float f1 = par2 * (float)i; this.damageArmor(par2); par2 = f1 / 25.0F; } return par2; } into this: /** * Reduces damage, depending on armor */ protected float applyArmorCalculations(DamageSource par1DamageSource, float par2) { if (!par1DamageSource.isUnblockable()) { par2 = ArmorHelper.damageReduction(); } return par2; } or something like that. ArmorHelper.damageReduction(); would return a value of 0.6. I guess that's as specific as I can get. This is what I did back in 1.6, using class transformers, but it seems a lot harder now that the source code is non-editable.
  6. Well, a few things, like remove hunger, changin armor mechanics, changing damaging mechanics and stuff like that.
  7. Just having a little trouble catching up to forge 1.7.2 and gradle. I'm trying to change a few things using Bytecode but can't seem to figure how to do it. There are no sources to edit, and I've found no help on the web showing how to do this. I just want to change a few things in the base files, which are, as far as I know, impossible to change using events or something. Are there any tutorials out there which shows how to patch base files with the new gradle stuff? If not, can someone please explain how to do this? Thanks in advance.
  8. Hey guys. I recently started modding with ForgeGradle, and I've had no problems untill now. I run the "gradlew clean setupDecompWorkspace eclipse --refresh-dependencies" command in the CMD and I get an error. I've run this command before and nothing bad happened. Not quite sure why this is happening now all of a sudden. I've searched everywhere for an answer but it seems like nobody has this problem. The error doesn't make any sense to me either, but I'm guessing someone knows what's going on.
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