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[SOLVED] Start modding


Def Daemon

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Hello

I'm a total noob when it comes to modding, but I know some basics (can create blocks, items, ores, loottables etc), but now I want to create a custom weapon. It is a simple "wooden stake" to kill vampires with it. This weapon can be used once and will be removed after a single hit. Attack speed, harvesting level etc do not apply here.

My first question: Should I base this weapon on the Item class or should I write a class that inherits from the SwordItem class?

My second question: Where can I check if the entity I'm attacking is a vampire?

 

Thnx

Edited by Def Daemon
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I did some research on the Internet and came up with the code below. The only problem is that "wooden_stake" is not registered (Java Nullpointer error can't find "wooden_stake). What am I missing?

    public Main()
    {
        instance = this;
        IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus();
        modEventBus.addListener(this::setup);
        modEventBus.addListener(this::clientSetup);
        BlockList.BLOCKS.register(modEventBus);
        ItemList.ITEMS.register(modEventBus);
        EntityList.ENTITIES.register(modEventBus);
        MinecraftForge.EVENT_BUS.addListener(EventPriority.HIGH, OreGeneration::generatesOres);
        MinecraftForge.EVENT_BUS.register(this);
    }

items/WoodenStake class

public class WoodenStake extends SwordItem
{
    public WoodenStake(IItemTier tier, int attackDamageIn, float attackSpeedIn, Properties builder) {
        super(tier, attackDamageIn, attackSpeedIn, builder);
    }
}

list/ToolMaterialList

public enum ToolMaterialList implements IItemTier
{
    wooden_stake(1.0f,0.0f,1,0, 1000000, ItemList.WOODEN_STAKE.get());

    private float attackDamage, efficiency;
    private int durability, harvestLevel, enchantability;
    private Item repairMaterial;

    private ToolMaterialList(float attackDamage, float efficiency, int durability, int harvestLevel, int enchantability, Item repairMaterial)
    {
        this.attackDamage = attackDamage;
        this.efficiency = efficiency;
        this.enchantability = enchantability;
        this.durability = durability;
        this.harvestLevel = harvestLevel;
        this.repairMaterial = repairMaterial;
    }

    @Override
    public int getUses() {
        return this.durability;
    }

    @Override
    public float getSpeed() {
        return this.efficiency;
    }

    @Override
    public float getAttackDamageBonus() {
        return this.attackDamage;
    }

    @Override
    public int getLevel() {
        return this.harvestLevel;
    }

    @Override
    public int getEnchantmentValue() {
        return this.enchantability;
    }

    @Override
    public Ingredient getRepairIngredient() {
        return Ingredient.of(this.repairMaterial);
    }
}

lists/ItemList

public class ItemList {

    public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, Main.MOD_ID);
    public static final RegistryObject<Item> WOODEN_STAKE = ITEMS.register("wooden_stake", () -> new WoodenStake(ToolMaterialList.wooden_stake, 0, 6.0f, new Item.Properties().tab(ItemGroup.TAB_COMBAT)));
}

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23 minutes ago, Def Daemon said:

came up with the code below

I would highly suggest making a github repo for sharing your code, it makes it much easier to share, just a link instead of a wall of text.

Had this link bookmarked from ages ago (yeah I don't clean out my bookmarks) when someone asked me about it: https://readwrite.com/2013/09/30/understanding-github-a-journey-for-beginners-part-1/

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3 hours ago, Ugdhar said:

I would highly suggest making a github repo for sharing your code, it makes it much easier to share, just a link instead of a wall of text.

Had this link bookmarked from ages ago (yeah I don't clean out my bookmarks) when someone asked me about it: https://readwrite.com/2013/09/30/understanding-github-a-journey-for-beginners-part-1/

Done..... https://github.com/DefDaemon/Daemons_Horror_Moon

Thnx for the advise

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You also haven't done this:

On 5/9/2021 at 8:02 AM, diesieben07 said:

You can override hurtEnemy in your item class to do something when it is used for attacking.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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  • Def Daemon changed the title to [SOLVED] Start modding

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