Jump to content

Recommended Posts

Posted

I want to create a mod. I have eclipse and everything set up for forge already.

Could someone send me a template code for a food item? i've tried looking for tutorials on youtube but they are all 1.5.2 or not comprehensive enough for me to understand. I also want the items to have a potion effect when consumed, setPotionEffect.

Posted

MySparkFish = (new ItemSparkFish(BaseBlockID + OreSpawnConstants.SparkFishBlockID, 1, 0.2F, false).setUnlocalizedName("sparkfish"));

 

 

 

 

public class ItemSparkFish extends ItemFood

{

 

    public ItemSparkFish(int par1, int par2, float par3, boolean par4)

    {

        super(par1, par2, par3, par4);

        this.setAlwaysEdible();

    }

 

   

    public void onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)

    {

        super.onFoodEaten(par1ItemStack, par2World, par3EntityPlayer);

        if (!par2World.isRemote)

        {

            par3EntityPlayer.addPotionEffect(new PotionEffect(Potion.fireResistance.id, 100, 0));

        }

 

    }

    @Override

    @SideOnly(Side.CLIENT)

    public void registerIcons(IconRegister iconRegister) {

        this.itemIcon = iconRegister.registerIcon("OreSpawn:" + (this.getUnlocalizedName().substring(5)));

    }

   

}

 

 

 

Please note that "OreSpawn" is the name of my mod, and you should replace it with yours.

The unlocalized name, "sparkfish", is actually short for the icon filename, sparkfish.png.

There is a good beginner tutorial for 1.6.2 hidden here somewhere on the forge wiki.

It is invaluable for a newbie. I suggest you search around until you find it!

 

 

 

Odds are good I've been programming since before you were born. Yeah. I'm OLD school.

Posted

I am tired of writing tuts or explain something. xD nope little joke.

But in this case you did a good start and i think you get it from yourself.

But here is a little help. You can use the class if you want but let the @author inside.

I hope this class helps:

 

package minecraftwero.baconMod.common.items;

import minecraftwero.baconMod.Bacon;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemFood;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.PotionEffect;
import net.minecraft.world.World;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

/**
* 
* @author Speiger
*
*/
public class ItemBaconFood extends ItemFood 
{
private String name;
public String texture;
private PotionEffect[] potion;

public ItemBaconFood(int par1, int par2, boolean par3, String par4, String par5,  PotionEffect...par7) 
{
	super(par1, par2, par3);
	this.setCreativeTab(Bacon.baconMod);
	name = par4;
	texture = par5;
	potion = par7;
	this.func_111206_d(par5);
}

public ItemBaconFood(int par1, int par2, boolean par3, String par4, String par5)
{
	this(par1, par2, par3, par4, par5, new PotionEffect(0, 0, 0));
}




public String getItemDisplayName(ItemStack par1)
{
	return name;
}


@SideOnly(Side.CLIENT)
@Override
public void registerIcons(IconRegister par1IconRegister)
{
	this.itemIcon = par1IconRegister.registerIcon(texture);
}

@Override
public ItemStack onEaten(ItemStack par1, World par2, EntityPlayer par3) 
{
        --par1.stackSize;
        par3.getFoodStats().addStats(this);
        par2.playSoundAtEntity(par3, "random.burp", 0.5F, par2.rand.nextFloat() * 0.1F + 0.9F);
        addPotions(par1, par2, par3);
	return par1;
}

public void addPotions(ItemStack par1, World par2, EntityPlayer par3)
{
	for(int i = 0; i<potion.length;i++)
	{
		if(potion[i] != null && potion[i].getPotionID() > 0 && !par2.isRemote)
		{
			par3.addPotionEffect(new PotionEffect(potion[i]));
		}
	}
}



}

 

xD change it like every you want. This class do not need a .setUnlokalizedName(); or something like that: but you have to add the texture manually^^

Also i have a craftable foodclass (craftdamage, Eatdamage).

Hope it helps

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Could you send a screenshot of your weapon code? Here is the one I made (for a dagger): protected static final double DAGGER_REACH_MOD = -1.5D; protected final Multimap<Attribute, AttributeModifier> defaultModifiers;     public DaggerItem(Tier pTier, int pAttackDamageModifier, float pAttackSpeedModifier, Properties pProperties) {         super(pTier, pAttackDamageModifier, pAttackSpeedModifier, pProperties);         this.attackDamage = (float) pAttackDamageModifier + pTier.getAttackDamageBonus();         ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder();         builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", this.attackDamage, AttributeModifier.Operation.ADDITION));         builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", pAttackSpeedModifier, AttributeModifier.Operation.ADDITION));         builder.put(ForgeMod.ENTITY_REACH.get(), new AttributeModifier(ToolUtils.BASE_ATTACK_REACH_UUID, "Weapon modifier", DAGGER_REACH_MOD, AttributeModifier.Operation.ADDITION));         this.defaultModifiers = builder.build(); } @Override     public Multimap<Attribute, AttributeModifier> getDefaultAttributeModifiers(EquipmentSlot pEquipmentSlot) {         return pEquipmentSlot == EquipmentSlot.MAINHAND ? this.defaultModifiers : super.getDefaultAttributeModifiers(pEquipmentSlot);     }
    • https://images.app.goo.gl/1PxFKdxByTgkxvSu6
    • That's what we'll try out. I could never figure out how to recreate the crash, so I'll just have to wait and see.
    • Ok, I updated to the latest version and now the models are visible, the problem now is that the glowing eyes are not rendered nor any texture I render there when using shaders, even using the default Minecraft eyes RenderType, I use entityTranslucent and entityCutout, but it still won't render. Something I noticed when using shaders is that a texture, instead of appearing at the world position, would appear somewhere on the screen, following a curved path, it was strange, I haven't been able to reproduce it again. I thought it could be that since I render the texture in the AFTER ENTITIES stage which is posted after the batches used for entity rendering are finished, maybe that was the reason why the render types were not being drawn correctly, so I tried injecting code before finishing the batches but it still didn't work, plus the model was invisible when using shaders, there was a bug where if I look at the model from above it is visible but if I look at it from below it is invisible. So in summary, models are now visible but glowing eyes and textures are not rendered, that hasn't changed.
    • https://pastebin.com/99FA0zvK Attempting to run genIntellijRuns, this task fails with pasted error. IntelliJ IDEA 2024.3 (Community Edition) eclipse_adoptium-21-x86_64-os_x.2/jdk-21.0.6+7 Steps followed: Step 1: Open your command-line and browse to the folder where you extracted the zip file. Step 2: You're left with a choice. If you prefer to use Eclipse: 1. Run the following command: `./gradlew genEclipseRuns` 2. Open Eclipse, Import > Existing Gradle Project > Select Folder    or run `gradlew eclipse` to generate the project. If you prefer to use IntelliJ: 1. Open IDEA, and import project. 2. Select your build.gradle file and have it import. 3. Run the following command: `./gradlew genIntellijRuns` 4. Refresh the Gradle Project in IDEA if required.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.