Jump to content

Bow Drawback Speed?


GravityWolf

Recommended Posts

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! :D

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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;
}

Link to comment
Share on other sites

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 xD

Link to comment
Share on other sites

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 xD

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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-

Link to comment
Share on other sites

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!

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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



×
×
  • Create New...

Important Information

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