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goodmanalex

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Everything posted by goodmanalex

  1. yes yes... but u can show me a little example please? im very noob Edit i solve it with onupdate ^^
  2. You can say me how? ._.
  3. like this? public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer, int modo) Now red line is in public void registerIcons(IIconRegister par1IconRegister) { this.itemIcon = par1IconRegister.registerIcon(Reference.MODID + ":breaker"); this.iconArray = new IIcon[breakerarray.length]; if(modo==1){ par1IconRegister.registerIcon(Reference.MODID +breakerarray[1]); } if(modo==0){ par1IconRegister.registerIcon(Reference.MODID +breakerarray[0]); } } public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (modo==1) { return iconArray[1]; } else if (modo==0) { return iconArray[0]; }else { return itemIcon; } }
  4. I add this to my code, but i dont know how change on rightclick :SS public class breaker extends ItemPickaxe { public static final String[] breakerarray = new String[] {":breaker, breaker2"}; public int modo; public static ToolMaterial gigabreaker = EnumHelper.addToolMaterial("gigabreaker", 4, -1, 20.0F, 0.0F, 50); @SideOnly(Side.CLIENT) private IIcon[] iconArray; public breaker(String unlocalizedName, ToolMaterial material) { super(material); setUnlocalizedName("breaker"); this.setCreativeTab(colorescraftmod.colorescraftmod); setFull3D(); } public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer) { Boolean enc=itemstack.isItemEnchanted(); if(itemstack.isItemEnchanted()){ modo=0; itemstack.setTagCompound(null); }else{ itemstack.addEnchantment(Enchantment.knockback, 50); modo=1;} return itemstack; } /////////////////////////////// @SideOnly(Side.CLIENT) @Override public void registerIcons(IIconRegister par1IconRegister) { this.itemIcon = par1IconRegister.registerIcon(Reference.MODID + ":breaker"); this.iconArray = new IIcon[breakerarray.length]; if(modo==1){ par1IconRegister.registerIcon(Reference.MODID +breakerarray[1]); } if(modo==0){ par1IconRegister.registerIcon(Reference.MODID +breakerarray[0]); } } @Override @SideOnly(Side.CLIENT) public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (modo==1) { return iconArray[1]; } else if (modo==0) { return iconArray[0]; }else { return itemIcon; } } ////////////////////// private static Set effectiveAgainst = Sets.newHashSet(new Block[] { Blocks.grass, Blocks.dirt, Blocks.sand, Blocks.gravel, Blocks.snow_layer, Blocks.snow, Blocks.clay, Blocks.farmland, Blocks.soul_sand, Blocks.mycelium, Blocks.planks, Blocks.bookshelf, Blocks.log, Blocks.log2, Blocks.chest, Blocks.pumpkin, Blocks.lit_pumpkin}); @Override public float func_150893_a(ItemStack stack, Block block) { if (block.getMaterial() == Material.wood || block.getMaterial() == Material.vine || block.getMaterial() == Material.plants) return this.efficiencyOnProperMaterial; return effectiveAgainst.contains(block) ? this.efficiencyOnProperMaterial : super.func_150893_a(stack, block); } }
  5. I need to change the item texture to other this is mi onItemRightClick public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer entityplayer) { Boolean enc=itemstack.isItemEnchanted(); if(itemstack.isItemEnchanted()){ itemstack.setTagCompound(null); }else{ itemstack.addEnchantment(Enchantment.knockback, 3);} return itemstack; } Could you tell me I should add code or give an example?
  6. maybe someone already has something similar to what I want or can spend a tutorial
  7. but this no help me because i don't know how edit the code,i don't know program anything
  8. my question is on my first post...
  9. only need a function for generate blocks on the surface... is only edit the last code... no make all the code i don't know program anything :C
  10. yes... but you can help me? xDD
  11. i use the last code for the ores generator, but i need make a replicate the same code for generate blocks on the surface and on top the grass block this is the .java package com.colorescraftmod.principal.items; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.init.Blocks; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.WorldGenMinable; import net.minecraft.world.gen.feature.WorldGenerator; import cpw.mods.fml.common.IWorldGenerator; public class ModWorldGen implements IWorldGenerator { private WorldGenerator multiore; //Generates Multi Ore (used in Overworld) public ModWorldGen() { this.multiore = new WorldGenSingleMinable(ModItems.multiore); // this.gen_cobblestone = new WorldGenMinable(Blocks.cobblestone, 16, Blocks.end_stone); } @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) { switch (world.provider.dimensionId) { case 0: //Overworld //this.runGenerator(this.gen_multi_ore, world, random, chunkX, chunkX, 20, 0, 64); this.runGenerator(this.multiore, world, random, chunkX, chunkZ, 1120, 0, 254); break; case -1: //Nether break; case 1: //End break; } } private void runGenerator(WorldGenerator generator, World world, Random rand, int chunk_X, int chunk_Z, int chancesToSpawn, int minHeight, int maxHeight) { if (minHeight < 0 || maxHeight > 256 || minHeight > maxHeight) throw new IllegalArgumentException("Illegal Height Arguments for WorldGenerator"); int heightDiff = maxHeight - minHeight + 1; for (int i = 0; i < chancesToSpawn; i ++) { int x = chunk_X * 16 + rand.nextInt(16); int y = minHeight + rand.nextInt(heightDiff); int z = chunk_Z * 16 + rand.nextInt(16); generator.generate(world, rand, x, y, z); System.out.printf("Cosa generada veinti"); } } }
  12. yes... if someone bothers to edit my code, I would greatly appreciate it, i dont know how make this...
  13. hello! How I can edit the code to generate blocks on top grass on the surface? private void runGenerator(WorldGenerator generator, World world, Random rand, int chunk_X, int chunk_Z, int chancesToSpawn, int minHeight, int maxHeight) { if (minHeight < 0 || maxHeight > 256 || minHeight > maxHeight) throw new IllegalArgumentException("Illegal Height Arguments for WorldGenerator"); int heightDiff = maxHeight - minHeight + 1; for (int i = 0; i < chancesToSpawn; i ++) { int x = chunk_X * 16 + rand.nextInt(16); int y = minHeight + rand.nextInt(heightDiff); int z = chunk_Z * 16 + rand.nextInt(16); generator.generate(world, rand, x, y, z); System.out.printf("Cosa generada veinti"); } } pss edit my code, many thanks!
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