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7804364

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  1. This is really easy. Do a GuyOverlay that only displays a grey/textured rectangle when the 'u' key is pressed. I did it like this and it works great. To get a GuyOverlay working, youll have to creat a new class that has the following few things in it: public class YourOverlay extends Gui{ public YOurOverlay(Minecraft mc){ this.mc = mc; } @SubscribeEvent(priority = EventPriority.NORMAL) public void renderOverlay(RenderGameOverlayEvent event){ ScaledResolution scaledresolution = new ScaledResolution(this.mc, this.mc.displayWidth, this.mc.displayHeight); int k = scaledresolution.getScaledWidth(); int l = scaledresolution.getScaledHeight(); if (event.type != ElementType.ALL) { return; } if (Keyboard.isKeyDown(Keyboard.KEY_U)){ GL11.glPushMatrix(); //Your code here (Youll have to use k as width and l as height!!) GL11.glPopMatrix(); } } } Then youll have to define a new field in your ClientProxy and register the YourOverlay-class like this in your ClientProxy : private final Minecraft mc = Minecraft.getMinecraft(); MinecraftForge.EVENT_BUS.register(new YourOverlay(mc)); How do i setup a client proxie?
  2. i have this currently: @SubscribeEvent(priority= EventPriority.NORMAL, receiveCanceled=true) public void onEvent(LivingDropsEvent event) { random = new Random(); dropped = random.nextInt(2) + 1; if (event.entity instanceof EntityZombie) { zombieItem = random.nextInt(1); event.drops.clear(); switch (zombieItem) { case 0: ItemStack itemStoneSword = new ItemStack(Items.stone_sword, dropped); itemStoneSword.getAttributeModifiers(); event.drops.add(new EntityItem(event.entity.worldObj, event.entity.posX,event.entity.posY, event.entity.posZ, itemStoneSword)); break; case 1: ItemStack itemIronSword = new ItemStack(Items.iron_sword, dropped); itemIronSword.getAttributeModifiers(); event.drops.add(new EntityItem(event.entity.worldObj, event.entity.posX,event.entity.posY, event.entity.posZ, itemIronSword)); break; } } } But what i want to do is for the items that drop liek the stone_sword, i want it to have a random damage, and some things added in description that is different from other items.
  3. think you can give me fast example, a bit lost
  4. Hm ok, how do i use the modifers? where can i see a list of parameters?
  5. Ok awesome it works, but how do i add damage and maybe a description to the itemstack when its called? if (event.entity instanceof EntityZombie) { System.out.println("EntityZombie drops event"); event.drops.clear(); ItemStack itemStoneSword = new ItemStack(Items.stone_sword, 1); itemStoneSword.setItemDamage(10); event.drops.add(new EntityItem(event.entity.worldObj, event.entity.posX, event.entity.posY, event.entity.posZ, itemStoneSword)); }
  6. Ok so, package com.rpgframework.npc; import net.minecraft.entity.monster.EntityZombie; import net.minecraftforge.event.entity.living.LivingDropsEvent; import net.minecraftforge.fml.common.eventhandler.EventPriority; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; /** * Created by 7804364 on 2015-06-26. */ public final class DropHandler { @SubscribeEvent(priority= EventPriority.NORMAL, receiveCanceled=true) public void onEvent(LivingDropsEvent event) { if (event.entity instanceof EntityZombie) { System.out.println("EntityZombie drops event"); event.drops.clear(); } } } Even though its not being called from the main class, it will still be registered? How do i add a stone sword with edited properties liek damage?
  7. i made a new class package com.rpgframework.npc; import net.minecraft.entity.monster.EntityZombie; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraftforge.event.entity.living.LivingDropsEvent; import net.minecraftforge.fml.common.Mod; /** * Created by 7804364 on 2015-06-26. */ public final class DropHandler { @Mod.EventHandler public static void onEntityDrop(LivingDropsEvent event) { if(event.entityLiving instanceof EntityZombie) { event.entityLiving.entityDropItem(new ItemStack(Item.getItemById(272)), 1); } } } How would i call this from my main class???
  8. Ok i want to hit like the "u" key and a small little window with grey background and some text to pop up, ive followed any tutorials but none really helped for 1.8, i was wondering if someone can maybe point me in the right direction?
  9. Ok so i was wondering if it were to be possible for lets say, when a zombie dies, it has a chance to drop a stone sword, are we able to modify the stone swords properties for that drop? EX: i kill zombie, and there is an event register and it when it drops the stone sword is modifies the damage as a random float, and the name of it? so it can be like +10 damage? so monster loot has a chance for different and cooler stats?
  10. i had no idea im able to do this all in forge if i can make guis, and scoreboards on the screen then no need at all for spigot!
  11. pretty much, i have spigot 1.8 for forge 1.8, i have the gui, and i want to insert values obtained from a plugin.
  12. Ok so i made a gui that opens up when you press a button, it shots like level, exp, stats ect ect, how do i call these int variables from a plugin or must i set them for every player via the mod ?
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