Posted August 15, 201312 yr I am curious as to how I could change bow drawback speed. I've seen a few posts on this, but none has got resolved. I've looked through bow code, arrow code, (couldn't find EnumAction), and I saw nothing on speed. If anyone knows how to do this, it would be great if you could let me know. Thanks!
August 16, 201312 yr Author The total drawback duration is determined by Item#getMaxItemUseDuration(). The actual Icons for the bow are hardcoded into EntityPlayer but you can use the Forge method Item#getIcon(ItemStack, int, EntityPlayer, ItemStack, int) to get that behavior. Sorry, but where would I put this.getMaxItemUseDuration() Sorry for my noobishness xP
August 16, 201312 yr To change the speed at which the arrow will charge you have to change the 20.0f: public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { float f = (float)j / 20; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } To make the animation match up with the speed of the charging arrow you have to change the 16, 8, and 0. The animation cycle timing goes from the bottom number to the top one. If you don't have this method replace it with public Icon getItemIconForUseDuration(int par1) method. public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if(player.getItemInUse() == null) return this.itemIcon; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 16) { return iconArray[2]; } else if (Pulling > { return iconArray[1]; } else if (Pulling > 0) { return iconArray[0]; } return itemIcon; }
August 16, 201312 yr To change the speed at which the arrow will charge you have to change the 20.0f: public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { float f = (float)j / 20; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } To make the animation match up with the speed of the charging arrow you have to change the 16, 8, and 0. The animation cycle timing goes from the bottom number to the top one. If you don't have this method replace it with public Icon getItemIconForUseDuration(int par1) method. public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if(player.getItemInUse() == null) return this.itemIcon; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 16) { return iconArray[2]; } else if (Pulling > { return iconArray[1]; } else if (Pulling > 0) { return iconArray[0]; } return itemIcon; } You beat me to the punch line I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
August 16, 201312 yr This is like the first problem I've ever figured out by myself, lol. Haha, thats awesome. Don't you just love that feeling of being able to share something you found on your own? I know I love that feeling. There is nothing more satisfying than solving a problem. I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
August 16, 201312 yr Author To change the speed at which the arrow will charge you have to change the 20.0f: public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) { float f = (float)j / 20; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID); } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } To make the animation match up with the speed of the charging arrow you have to change the 16, 8, and 0. The animation cycle timing goes from the bottom number to the top one. If you don't have this method replace it with public Icon getItemIconForUseDuration(int par1) method. public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if(player.getItemInUse() == null) return this.itemIcon; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 16) { return iconArray[2]; } else if (Pulling > { return iconArray[1]; } else if (Pulling > 0) { return iconArray[0]; } return itemIcon; } Aah, thank you! But...um...iconArray?? Does that require me to have an icon, or is that an array you made?
August 16, 201312 yr thats an array ... how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 16, 201312 yr ok .. then whats the problem? how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 16, 201312 yr Author ok .. then whats the problem? I don't know what type of array to make, how to assign the pics to the slots in the elements, etc.
August 16, 201312 yr public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if(player.getItemInUse() == null) return this.itemIcon; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 16) { return iconArray[2]; Icon[] myIcons = new Icon[5]; myIcons[0] = iconRegister.registerIcon(ModMain.modid+":"+"myItem"); myIcons[1] = iconRegister.registerIcon(ModMain.modid+":"+"myItem2"); myIcons[2] = iconRegister.registerIcon(ModMain.modid+":"+"myItem3"); etc how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 16, 201312 yr Author public Icon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if(player.getItemInUse() == null) return this.itemIcon; int Pulling = stack.getMaxItemUseDuration() - useRemaining; if (Pulling >= 16) { return iconArray[2]; Icon[] myIcons = new Icon[5]; myIcons[0] = iconRegister.registerIcon(ModMain.modid+":"+"myItem"); myIcons[1] = iconRegister.registerIcon(ModMain.modid+":"+"myItem2"); myIcons[2] = iconRegister.registerIcon(ModMain.modid+":"+"myItem3"); etc Yay, thank you! But I am getting an error. Here is my code: Icon[] iconArray = new Icon[5]; iconArray[0] = iconRegister.registerIcon("nrbi" + ":" + "diamonderBow_0"); iconArray[1] = iconRegister.registerIcon("nrbi" + ":" + "diamonderBow_1"); iconArray[2] = iconRegister.registerIcon("nrbi" + ":" + "diamonderBow_2"); I am getting it under the semicolons. If anyone could help, that would be great! Thanks!
August 16, 201312 yr You can all this from the ItemBow class. public static final String[] bowPullIconNameArray = new String[] {"pulling_0", "pulling_1", "pulling_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; and this @SideOnly(Side.CLIENT) public void registerIcons(IconRegister par1IconRegister) { this.itemIcon = par1IconRegister.registerIcon("YourMainClass.modid" + ":" + getUnlocalizedName().substring(5)); this.iconArray = new Icon[bowPullIconNameArray.length]; for (int i = 0; i < this.iconArray.length; ++i) { this.iconArray[i] = par1IconRegister.registerIcon(YourMainClass.modid + ":" + bowPullIconNameArray[i]); } } Change the YourMainClass to what ever yours is. Also the pulling_0 etc. to whatever your images are called are.
August 16, 201312 yr Author You can all this from the ItemBow class. public static final String[] bowPullIconNameArray = new String[] {"pulling_0", "pulling_1", "pulling_2"}; @SideOnly(Side.CLIENT) private Icon[] iconArray; and this @SideOnly(Side.CLIENT) public void registerIcons(IconRegister par1IconRegister) { this.itemIcon = par1IconRegister.registerIcon("YourMainClass.modid" + ":" + getUnlocalizedName().substring(5)); this.iconArray = new Icon[bowPullIconNameArray.length]; for (int i = 0; i < this.iconArray.length; ++i) { this.iconArray[i] = par1IconRegister.registerIcon(YourMainClass.modid + ":" + bowPullIconNameArray[i]); } } Change the YourMainClass to what ever yours is. Also the pulling_0 etc. to whatever your images are called are. I got it to work, but thanks.
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