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TheRPGAdventurer

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Everything posted by TheRPGAdventurer

  1. I already got the textures tho, just needs to be changed from 16X16 to 32, since it's impossible Im gonna do it manually or ask the faithful creators. TY Edit: by asking I mean do some research.
  2. yep, that's what I thought. Just start with 8X8 and just magically increase the pixels, curious how faithful creators did their textures. Did they just somehow make all items with more pixels 0ne by one or just grab all mojang's textures then increase the pixels via PS or gimp. If the gimp or PS thing is possible, I really wanna know how.
  3. I kinda liked faithful's 32 X 32 packs, i like how fine their items are. I wanna know how to make them, do I make an 8X8 texture of a sword then edit it on PS or gimp to be a 32X32 or edit the pixels one by one? I also wanna know if you can make your mod have it's own resource packs, i mean install a resource pack then change your items?
  4. I think I have loads of problems with private and final objects, I am intrigued to learn what Reflection is. Can you explain me what it is?
  5. how is vanilla armor damaged then?
  6. My Armor is a fiery one, I want to make my armor damageable by water, I want it like, if the player is wearing the armor and he/she is on water the armor takes damage, all I know is that you need to Override onArmorTicK() and return a damage if the player is on water. What event is called when making an armor damaged by sword etc.
  7. Thanks, other question, how do I make it like RESITANCE II or ABSORPTION III
  8. Hey guys, I now have plans for my new armor, yet I don't know how to add potion effects from it. onItemRightClick() is this the method should I override? also, I am scared because what if I added potion effects from it then I set the time for like 1 minutes, then after that the effects would wear off, the player would need to reequip the armor to have that effects again yet it's annoying.
  9. got no value for the speed.
  10. Also I forgot to ask you, what, or where is the attack speed value of each Item.
  11. ModItems line 240: initialiseItems(); Nevermind
  12. Where do I have to call it so it could be initialised?
  13. Ok so I tried looking at choonster's TestMod3 and tried to copy what he did but it still doesn't work now, getisRepairable is now not needed in 1.12 right? ModTools: https://pastebin.com/UKvs2YrK ModItems: https://pastebin.com/kGppZQvw My Sword package com.TheRPGAdventurer.ROTD.client.items; import com.TheRPGAdventurer.ROTD.RealmOfTheDragons; import com.TheRPGAdventurer.ROTD.client.init.ModItems; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemSword; import net.minecraft.util.ResourceLocation; public class ItemModSword extends ItemSword { public ItemModSword(ToolMaterial material, String unlocalizedName) { super(material); this.setUnlocalizedName(unlocalizedName); this.setRegistryName(new ResourceLocation(RealmOfTheDragons.MODID, unlocalizedName)); } } Mod PickAxe package com.TheRPGAdventurer.ROTD.client.items; import com.TheRPGAdventurer.ROTD.RealmOfTheDragons; import net.minecraft.item.ItemPickaxe; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; public class ItemModPickAxe extends ItemPickaxe { public ItemModPickAxe(ToolMaterial material, String unlocalizedName) { super(material); this.setUnlocalizedName(unlocalizedName); this.setRegistryName(new ResourceLocation(RealmOfTheDragons.MODID, unlocalizedName)); } } ModAxe (I did not extend ItemAxe because It won't register) package com.TheRPGAdventurer.ROTD.client.items; import java.util.Set; import com.TheRPGAdventurer.ROTD.RealmOfTheDragons; import com.google.common.collect.Sets; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemTool; import net.minecraft.util.ResourceLocation; public class ItemModAxe extends ItemTool { private static final Set<Block> EFFECTIVE_ON = Sets.newHashSet(new Block[] {Blocks.PLANKS, Blocks.BOOKSHELF, Blocks.LOG, Blocks.LOG2, Blocks.CHEST, Blocks.PUMPKIN, Blocks.LIT_PUMPKIN, Blocks.MELON_BLOCK, Blocks.LADDER, Blocks.WOODEN_BUTTON, Blocks.WOODEN_PRESSURE_PLATE}); private static final float[] ATTACK_DAMAGES = new float[] {6.0F, 8.0F, 8.0F, 8.0F, 6.0F}; private static final float[] ATTACK_SPEEDS = new float[] { -3.2F, -3.2F, -3.1F, -3.0F, -3.0F}; public ItemModAxe(ToolMaterial material, String unlocalizedName) { super(material, EFFECTIVE_ON); this.setUnlocalizedName(unlocalizedName); this.setRegistryName(new ResourceLocation(RealmOfTheDragons.MODID, unlocalizedName)); } public float getStrVsBlock(ItemStack stack, IBlockState state) { Material material = state.getMaterial(); return material != Material.WOOD && material != Material.PLANTS && material != Material.VINE ? super.getStrVsBlock(stack, state) : this.efficiencyOnProperMaterial; } }
  14. K thanks for the tip, cya
  15. Edit: Only happens on swords, other tools are fine
  16. Ok so when I try to enchant my tool or sword in anvil, it costs 1 EXP then after you enchant the tool, you won't see the violet glow as an indication that this tool is enchanted and it's not really even enchanted just plain unenchanted modded sword. But Armor just works fine in enchantments. ModTools: https://pastebin.com/SCWLWTde ModArmour: https://pastebin.com/AWv5cCNZ ItemArmour: package com.TheRPGAdventurer.ROTD.client.items; import com.TheRPGAdventurer.ROTD.RealmOfTheDragons; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.ItemArmor; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; public class ItemModArmour extends ItemArmor { private final ItemArmor.ArmorMaterial material; public ItemModArmour(ArmorMaterial materialIn, int renderIndexIn, EntityEquipmentSlot equipmentSlotIn, String unlocalizedName) { super(materialIn, renderIndexIn, equipmentSlotIn); this.setUnlocalizedName(unlocalizedName); this.material = materialIn; this.setRegistryName(new ResourceLocation(RealmOfTheDragons.MODID, unlocalizedName)); } } PickAxe package com.TheRPGAdventurer.ROTD.client.items; import com.TheRPGAdventurer.ROTD.RealmOfTheDragons; import net.minecraft.item.ItemPickaxe; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; public class ItemModPickAxe extends ItemPickaxe { public ItemModPickAxe(ToolMaterial material, String unlocalizedName) { super(material); this.setUnlocalizedName(unlocalizedName); this.isRepairable(); this.setRegistryName(new ResourceLocation(RealmOfTheDragons.MODID, unlocalizedName)); } } Sword package com.TheRPGAdventurer.ROTD.client.items; import com.TheRPGAdventurer.ROTD.RealmOfTheDragons; import net.minecraft.item.ItemStack; import net.minecraft.item.ItemSword; import net.minecraft.util.ResourceLocation; public class ItemModSword extends ItemSword { public ItemModSword(ToolMaterial material, String unlocalizedName) { super(material); this.setUnlocalizedName(unlocalizedName); this.setRegistryName(new ResourceLocation(RealmOfTheDragons.MODID, unlocalizedName)); } } Registry: https://pastebin.com/yvR0WxWu
  17. I am finished with the slug thing, I need to understand how to fix this thing Here is the new problem. Where to put the proof of consent I get this error: You must show proof of consent to use both the code and the project name.
  18. only active for few months tho
  19. what quote the question answered, this is kinda new to me
  20. It's for the new question actually Where to put the proof of consent I get this error: You must show proof of consent to use both the code and the project name.
  21. Ok sorry,never know it's rude until today
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