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How to make entity look like item?


Fruitsalid

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I've used that tutorial to make an item which shoots a custom entity. I'm not sure how to make the item shoot an entity which looks exactly like the item. That tutorial explains how to make an item, like a bow, which shoots a different projectile. I'm looking to make a snowball type item.

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place a delay in the nbt of the itemstack

 

then onItemUse check if it has been enough time since last shot

 

ps: people will still be able to switch between 2 itemstack and still sortof spam, but itll limit the spamming becuase it would be kinda annoying to 1, right-click, 2, right-click, 1, right-click, 2, right-click, 1, right-click, 2, right-click, 1, right-click, 2, right-click

 

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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look on the wiki for nbt and possibly this post as it containt a valuable guide for everything in forge (specially first answer)

http://www.minecraftforum.net/topic/1892328-need-a-highly-detailed-152-guide/

 

as for shooting out of the hand instead of the head, you would have to make a class like EntityThrowable and change the spawn position to that its place at steve's hand position

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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private long delay = 0L;
private long cooldown = 2000L; //2 seconds

public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
     if(delay > System.getCurrentTimeMillis())
     {
          //throw entity
          par1ItemStack.stackSize--;
          delay = System.getCurrentTimeMillis() + cooldown;
     }
     return par1ItemStack;
}

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guff in which class is this code located ? on    X entends Item?

 

then you realise that the timer will "on cooldown" for everyone in the server right ? as there is only 1 isntance per item but multiple itemstack

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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Yes, I know this. I'm pretty adept with NBT. However, unless everyone on the server were to be using it at the same time, this wouldn't affect anything much. If it really is a problem:

 

private final int cooldown = 40; //2 second cooldown in ticks, this is the same for all items since it will never change.
@Override
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
     NBTTagCompound nbt = par1ItemStack.getTagCompound();
     if(nbt == null)
     {
          nbt = new NBTTagCompound();
          par1ItemStack.setTagCompound(nbt);
     }
     int delay = nbt.getInteger("delay");
     if(delay == 0)
     {
          //throw entity
          par1ItemStack.stackSize--;
          delay = cooldown;
     }
     return par1ItemStack;
}
@Override
public void onUpdate(ItemStack par1ItemStack, World par2World, Entity par3Entity, int par4, boolean par5)
{
     NBTTagCompound nbt = par1ItemStack.getTagCompound();
     if(nbt == null)
     {
          nbt = new NBTTagCompound();
          par1ItemStack.setTagCompound();
     }
     int delay = nbt.getInteger("delay");
     if(delay > 0)
     {
          delay--;
          nbt.setInteger("delay", delay);
     }
}

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ok, I don't personally mind if its done that way because its actually a super easy solution, but it contains a mega annoying bug.

 

@Guff, as long as you know what are the implication of coding it this way :P

@op, guff  2nd code is the best way to go unless it looks too complicated and you don't mind the bug caused by his first implementation.

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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I don't know what I'm doing wrong (Sorry if I'm being terribly ignorant or annoying) but it's not adding a delay and if I go into survival it uses 2 of the item when I click once.

public class ItemMagicPotato extends Item
{
private final int cooldown = 200;

public ItemMagicPotato(int par1)
{
	super(par1);
	this.maxStackSize = 8;
}

@Override
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
	if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.consumeInventoryItem(MagicElementsMod.magicpotato.itemID))
	{
		NBTTagCompound nbt = par1ItemStack.getTagCompound();
		if(nbt == null)
		{
			nbt = new NBTTagCompound();
			par1ItemStack.setTagCompound(nbt);
		}
		int delay = nbt.getInteger("delay");
		if(delay == 0)
		{
			if (!par2World.isRemote)
	        {
	            par2World.spawnEntityInWorld(new EntityMagicPotato(par2World, par3EntityPlayer));
	        }
			par1ItemStack.stackSize--;
			delay = cooldown;
		}
	}
	return par1ItemStack;
}

@Override
public void onUpdate(ItemStack par1ItemStack, World par2World, Entity par3Entity, int par4, boolean par5)
{
	NBTTagCompound nbt = par1ItemStack.getTagCompound();
	if(nbt == null)
	{
		nbt = new NBTTagCompound();
		par1ItemStack.setTagCompound(nbt);
	}
	int delay = nbt.getInteger("delay");
	if(delay > 0)
	{
		delay--;
		nbt.setInteger("delay", delay);
	}
}

public boolean hasEffect(ItemStack par1ItemStack)
{
	return true;
}
}

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