Fruitsalid Posted August 15, 2013 Posted August 15, 2013 I wanted to make a magic wand type item that when right clicked will fire some sort of projectile. But I would like it to decrease the durability of another item in my inventory. Like in gun mods when you shoot the gun, the clip durability decreases. How would I accomplish this? Also how do you put descriptions under items? Quote
hydroflame Posted August 15, 2013 Posted August 15, 2013 description is a method of Item that you need to override called "addInfo" or something (just goto Item.java and search ) for the item durability, onItemUse check if the player has amunition or wtv and if he does just remove a certain quantity to make it decrease, also dont allow shooting if you dont have enough amo Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
hydroflame Posted August 15, 2013 Posted August 15, 2013 exact signature: public void addInformation(ItemStack itemStack, EntityPlayer player, List list, boolean par4) Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
Fruitsalid Posted August 16, 2013 Author Posted August 16, 2013 instead of .consumeInventoryItem how would I reduce the durability of the item? Quote
hydroflame Posted August 16, 2013 Posted August 16, 2013 i would use like "getItemInSlot" til i find the item i need, then decrease this particular itemStack damage Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
Mew Posted August 16, 2013 Posted August 16, 2013 i would use like "getItemInSlot" til i find the item i need, then decrease this particular itemStack damage I believe he is looking for something like itemStackInstance.damageItem(); (probably NOT what it is). Quote 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
Fruitsalid Posted August 16, 2013 Author Posted August 16, 2013 I found par1ItemStack.damageItem(1, par2EntityPlayer); in the flint and steel class but that would damage the item itself. Quote
hydroflame Posted August 16, 2013 Posted August 16, 2013 yeah ... well just make sure that the item is an instanceof the amo you want Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
Mew Posted August 16, 2013 Posted August 16, 2013 Lol, I guess it is then For once logic actually worked AND it was in minecraft source (double) Quote 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
Fruitsalid Posted August 16, 2013 Author Posted August 16, 2013 I'm still not sure how I'd make it damage the ammo and not the wand itself. Sorry if I'm being a bit oblivious and the answer is obvious Quote
hydroflame Posted August 16, 2013 Posted August 16, 2013 im only gonna print pseudocode get the player inventory for each item in the player inventory check that this item is of type ammo if it is them damage specificly this item if you can damage it (it wasnt out of ammo) then cast the spell or wtv Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
Mew Posted August 16, 2013 Posted August 16, 2013 Fruitsalid, has hydroflame fixed it for ya? Is it all working as intended? Quote 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
Fruitsalid Posted August 16, 2013 Author Posted August 16, 2013 Well I'm using a method from the bow class for the charging effect and all that but I cut a few things out. I just can't figure out what to put in that else statment. I'm probably have a lot of other stuff thats also wrong in that but I guess you'll figure it out: 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(ModClass.ammo.itemID)) { float f = (float)j / 10.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityMagicBall entitymagicball = new EntityMagicBall(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entitymagicball .setIsCritical(true); } par1ItemStack.damageItem(1, par3EntityPlayer); if (flag) { entitymagicball.canBePickedUp = 2; } else { } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entitymagicball); } } } Quote
Mew Posted August 16, 2013 Posted August 16, 2013 Hmm... I would advise NOT using the ArrowLooseEvent. I mean, it's in the name. ArrowLooseEvent (I am not trying to be mean or anything.) If it was me, I would do this: /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { int j = this.getMaxItemUseDuration(par1ItemStack) - par4; if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Item.arrow.itemID)) // this is the ammo that the wand uses { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { return; } if (f > 1.0F) { f = 1.0F; } EntityMagicBall magicBall = new EntityMagicBall(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { magicBall.setIsCritical(true); } if (par3EntityPlayer.capabilities.isCreativeMode) { magicBall.canBePickedUp = 2; } else { int inventorySize = par3EntityPlayer.inventory.getSizeInventory() + 5; // this is so we can cycle through the inventory to find the ammo. The reason 5 is added is because the inventory size for some reason does not count the crafting... So you have to add five or else the for loop doesn't get all 44 slots covered. This is a simple way of doing it. ItemStack ammoStack; for (int i = 0; i < inventorySize; ++i) { Slot slot = par3EntityPlayer.inventoryContainer.getSlot(i); if (slot.getHasStack()) if (slot.getStack().itemID == Item.pickaxeDiamond.itemID) { ammoStack = slot.getStack(); ammoStack.damageItem(200 /* This is the amount of damage you want to do to the item stack */, par3EntityPlayer); } } } if (!par2World.isRemote) { par2World.spawnEntityInWorld(magicBall); } } } I hope that helps a bit Quote 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
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