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Posted

Hello,

I want to create poison arrows. The problem is that i don't know how to do that.

I already found a tutorial, but this one is with Modloader and I'Ve to create a custom bow.

 

Is there a tutorial how i can only create custom arrows with Forge?

 

 

Posted

Sadly there is no tutorial for this, but, when i figure out how to use it, i will write one.

 

Somehow there is a way to not have to use custom bows, but rather use the IArrowLoose and IArrowNock handlers. I haven't successfully got either working. But, in order to get more help we need code.

 

Just some tips, what exactly is the problem you're having, post your code, be patient.

Posted

Yep. I don't know how to use them.

 

I only have the AddRenderer in my mod_file.java, EntityPoisonArrow/RenderPoisonArrow and ItemPoisonArrow.

But the bow don't use my entity.

  • 2 weeks later...
Posted

This may be done completely wrong, but i got a way to have it work.

 

 

package bonesticks.items;

import bonesticks.bEntityArrow;
import bonesticks.bItem;
import net.minecraft.src.Enchantment;
import net.minecraft.src.EnchantmentHelper;
import net.minecraft.src.EntityArrow;
import net.minecraft.src.EntityPlayer;
import net.minecraft.src.Item;
import net.minecraft.src.ItemStack;
import net.minecraft.src.World;
import net.minecraft.src.forge.IArrowLooseHandler;
import net.minecraft.src.forge.IArrowNockHandler;
import net.minecraft.src.forge.ITextureProvider;
import net.minecraft.src.forge.MinecraftForge;

public class bItemArrow extends Item implements ITextureProvider, IArrowLooseHandler, IArrowNockHandler
{

public bItemArrow(int par1) 
{
	super(par1);
}

@Override
public ItemStack onArrowNock(ItemStack itemstack, World world, EntityPlayer player) 
{
	if(player.inventory.hasItem(bItem.boneArrow.shiftedIndex))
	{
		if(itemstack.itemID == Item.bow.shiftedIndex || itemstack.itemID == bItem.Bow.shiftedIndex)
		{
			return new ItemStack(bItem.bBow, 1, itemstack.getItemDamage());
		}
		else if (itemstack.itemID == bItem.boneBow.shiftedIndex)
		{
			return new ItemStack(bItem.boneBowBA, 1, itemstack.getItemDamage());
		}
	}
	else if(player.inventory.hasItem(Item.arrow.shiftedIndex))
	{
		if(itemstack.itemID == bItem.boneBowBA.shiftedIndex)
		{
			return new ItemStack(bItem.boneBow, 1, itemstack.getItemDamage());
		}

		else if (itemstack.itemID == Item.bow.shiftedIndex || itemstack.itemID == bItem.bBow.shiftedIndex)
		{
			return new ItemStack(bItem.Bow, 1, itemstack.getItemDamage());
		}
	}
	return null;
}

@Override
public boolean onArrowLoose(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) 
{
	return true;
}

@Override
public String getTextureFile() {
	return ("/bonesticks/pictures/terrain.png");
}
}

 

 

In short, my understanding is that onArrowLoose is just used to indicate to the arrow to shift the change bows for different arrows.

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