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shmcrae

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Everything posted by shmcrae

  1. now it doesn't work at all, when i drink it i take damage
  2. it doesn't work, do i need to get rid of my EventHook?
  3. ill even watch the video so i can learn lol
  4. i highly recommend that you watch this video to get a better understanding of where to put thing and how to customize:
  5. if you look in the WorldGenBigTree it places the leaves and blocks for you you just have to replace them with your own leaves and wood block, i haven't really done this before so i don't really know this video might help you though:
  6. I still really need help with this if anyone can help me please
  7. OK so for the tree itself just look into the BlockLeave class and there should be something about the foliage and if you go into "net.minecraft.world.gen.feature" there should be a class called WorldGenBigTree.class so that should contain how the big oak tree grows and the branches on it. Hope this helped
  8. Ok ill see what i can do and ill post on your forum
  9. I might be able to help, whats your question
  10. i don't want to update because im familiar to 1.6.4 code, and i already tested that and it doesn't work sooo im really stuck here
  11. Like this? @Override public void applyAttributesModifiersToEntity(EntityLivingBase par1EntityLivingBase, BaseAttributeMap par2BaseAttributeMap, int par3) { PlayerCapabilities.disableDamage = true; } @Override public void removeAttributesModifiersFromEntity(EntityLivingBase par1EntityLivingBase, BaseAttributeMap par2BaseAttributeMap, int par3) { PlayerCapabilities.disableDamage = false; }
  12. In my main class @Init public void load(FMLInitializationEvent event) { ImmortalPotion = (new PotionAlchemy(32, false, 0)).setIconIndex(0, 0).setPotionName("potion.ImmortalPotion"); } is the "PotionAlchemy" the potion class?
  13. So do you see anything wrong in the EventHook class?
  14. where exactly would i register the potion? and how would i register it? would i replace the potionType with my potion name? Thanks for your time!
  15. I got it working, but when the time goes to 0 the potion effect still lasts. I'm trying to make an immortal potion so when they drink it nothing can damage them for 25 seconds. Main: Event Hook: If im missing anything let me know, thanks.
  16. Ok, that works alright now, but is there a way to leave the grinder in the crafting table and not having it go back to my inventory? btw i used diesieben07's method so i got rid of my crafting handler
  17. Thanks alot, i will try these out and ill post if it works.
  18. I'm trying to make a grinder where you put a grinder and one ore and it returns 2 dust. It works to some extent but when i put a whole stack in, it takes the whole stack and only returns 2 dust. Here's my code: Recipe: GameRegistry.addRecipe(new ItemStack (CopperDust, 2), new Object [] { "GO ", " ", " ", 'G', (new ItemStack(AlchemyMain.Grinder, 1, Short.MAX_VALUE)), 'O', AlchemyMain.CopperOre }); Crafting Handler: public class AlchemyCraftingHandler implements ICraftingHandler { @Override public void onCrafting(EntityPlayer player, ItemStack item, IInventory craftMatrix) { for(int i = 0 ; i < craftMatrix.getSizeInventory(); i++) { if(craftMatrix.getStackInSlot(i) != null) { ItemStack j = craftMatrix.getStackInSlotOnClosing(i); if(j.getItem() != null && j.getItem() == AlchemyMain.Grinder) { ItemStack k = new ItemStack(AlchemyMain.Grinder, 2, (j.getItemDamage() + 1)); if(k.getItemDamage() >= k.getMaxDamage()) { k.stackSize--; } craftMatrix.setInventorySlotContents(i, k); } } } } @Override public void onSmelting(EntityPlayer player, ItemStack item) { } } Grinder Class: public class ItemGrinder extends Item { private ItemStack emptyItem = null; public ItemGrinder(int par1, EnumToolMaterial toolGrinder) { super(par1); maxStackSize = 1; this.setMaxDamage(1000); this.setCreativeTab(AlchemyMain.TabAlchemy); } public void registerIcons(IconRegister iconRegister) { itemIcon = iconRegister.registerIcon("alchemy:Grinder"); } } If you need anything else ill post it. Thanks
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