Hello everyone, first time developing a mod for Forge.
I used to do a lot of work with Bukkit, so I have Java experience, but this is my first time working with Forge. I've decided to jump ship from Bukkit since Forge is becoming more and more powerful and no longer depends on ModLoader. I've followed the basic tutorials, setup my eclipse to work with MCP and Forge nicely, I understand that modifying base classes is a sin, and now I want to get modding.
My idea is to implement a good way of storing experience levels. I want to create a new item, functioning almost exactly like the Bottle o' Enchanting, but with varied strength. Basically, I want to make it so the enchanting table can be used to enchant water bottles. Whatever level the enchantment is is how many experience levels will be granted upon the bottle toss.
To this end, I've created my item, and I've made it throwable using code identical to the Bottle o' Enchanting's.
The problem is, when I throw my item, it's invisible. This makes sense, seeing as I've never supplied a texture or anything for this new Entity. The problem is, I have no idea how to provide a texture for this new Entity. I've not been able to find any tutorials that aren't Youtube (Youtube won't work for me. I live in China). Could someone please help me with this?
Here is my code:
ItemPhilosophickMercury
package tinker.enchantmentstorage.common;
import cpw.mods.fml.common.Side;
import cpw.mods.fml.common.asm.SideOnly;
import net.minecraft.src.CreativeTabs;
import net.minecraft.src.EntityExpBottle;
import net.minecraft.src.EntityPlayer;
import net.minecraft.src.Item;
import net.minecraft.src.ItemStack;
import net.minecraft.src.World;
public class ItemPhilosophickMercury extends Item {
public ItemPhilosophickMercury(int i) {
super(i);
maxStackSize = 1;
this.setCreativeTab(CreativeTabs.tabBrewing);
}
@SideOnly(Side.CLIENT)
public boolean hasEffect(ItemStack par1ItemStack) {
return true;
}
/**
* Called whenever this item is equipped and the right mouse button is
* pressed. Args: itemStack, world, entityPlayer
*/
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,
EntityPlayer par3EntityPlayer) {
if (!par3EntityPlayer.capabilities.isCreativeMode) {
--par1ItemStack.stackSize;
}
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F,
0.4F / (itemRand.nextFloat() * 0.4F + 0.8F));
if (!par2World.isRemote) {
par2World.spawnEntityInWorld(new EntityPhilosophickMercuryBottle(
par2World, par3EntityPlayer));
}
return par1ItemStack;
}
}
EntityPhilosophickMercuryBottle
package tinker.enchantmentstorage.common;
import net.minecraft.src.EntityLiving;
import net.minecraft.src.EntityThrowable;
import net.minecraft.src.EntityXPOrb;
import net.minecraft.src.MovingObjectPosition;
import net.minecraft.src.World;
public class EntityPhilosophickMercuryBottle extends EntityThrowable {
public EntityPhilosophickMercuryBottle(World par1World) {
super(par1World);
}
public EntityPhilosophickMercuryBottle(World par1World,
EntityLiving par2EntityLiving) {
super(par1World, par2EntityLiving);
}
public EntityPhilosophickMercuryBottle(World par1World, double par2,
double par4, double par6) {
super(par1World, par2, par4, par6);
}
/**
* Gets the amount of gravity to apply to the thrown entity with each tick.
*/
protected float getGravityVelocity() {
return 0.07F;
}
protected float func_70182_d() {
return 0.7F;
}
protected float func_70183_g() {
return -20.0F;
}
/**
* Called when this EntityThrowable hits a block or entity.
*/
protected void onImpact(MovingObjectPosition par1MovingObjectPosition) {
if (!this.worldObj.isRemote) {
this.worldObj
.playAuxSFX(2002, (int) Math.round(this.posX),
(int) Math.round(this.posY),
(int) Math.round(this.posZ), 0);
int var2 = 3 + this.worldObj.rand.nextInt(5)
+ this.worldObj.rand.nextInt(5);
while (var2 > 0) {
int var3 = EntityXPOrb.getXPSplit(var2);
var2 -= var3;
this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj,
this.posX, this.posY, this.posZ, var3));
}
this.setDead();
}
}
}
Anyone who can give me links to useful tutorials, or any pointers really, would be very greatly appreciated.