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How To Make A Custom Modeled Mob Hold A Sword


Smiley38

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I tried a lot of different methods.I added the item rendering part in the RenderMyMob.class from RenderBiped.class and added the current item or armor method to the entity class and made thei tem a sword i want it to hold.It still doesnt work tho.I tried many different things to make it work,different parts of the render code used to render items in hand or armor.

 

Nothing worked.I watched some tutorials but it still doesnt work.

 

Here is my code:

 

 

 

EntityFinn.java

package AdventureTime.common;

import java.util.Calendar;

import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EnumCreatureAttribute;
import net.minecraft.entity.ai.EntityAIAttackOnCollide;
import net.minecraft.entity.ai.EntityAIHurtByTarget;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAIMoveIndoors;
import net.minecraft.entity.ai.EntityAIMoveThroughVillage;
import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
import net.minecraft.entity.ai.EntityAIOpenDoor;
import net.minecraft.entity.ai.EntityAIRestrictOpenDoor;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.boss.EntityWither;
import net.minecraft.entity.monster.EntityBlaze;
import net.minecraft.entity.monster.EntityCaveSpider;
import net.minecraft.entity.monster.EntityCreeper;
import net.minecraft.entity.monster.EntityEnderman;
import net.minecraft.entity.monster.EntityMagmaCube;
import net.minecraft.entity.monster.EntityMob;
import net.minecraft.entity.monster.EntityPigZombie;
import net.minecraft.entity.monster.EntitySkeleton;
import net.minecraft.entity.monster.EntitySlime;
import net.minecraft.entity.monster.EntitySpider;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.passive.EntityVillager;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.src.ModLoader;
import net.minecraft.world.World;

public class EntityFinn extends EntityMob
{
    private int conversionTime = 0;

    public EntityFinn(World var1)
    {
        super(var1);
        this.tasks.addTask(6, new EntityAIWander(this, 1.0D));
        this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
        this.tasks.addTask(7, new EntityAILookIdle(this));
        this.tasks.addTask(4, new EntityAIAttackOnCollide(this, 1.5D, true));
        this.getNavigator().setAvoidsWater(true);
        this.tasks.addTask(4, new EntityAIOpenDoor(this, true));
        this.tasks.addTask(3, new EntityAIRestrictOpenDoor(this));
        this.tasks.addTask(2, new EntityAIMoveIndoors(this));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntitySkeleton.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityZombie.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityCreeper.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPigZombie.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityEnderman.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntitySpider.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntitySlime.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityMagmaCube.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityCaveSpider.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityBlaze.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityWither.class, 0, false, false));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityIceKing.class, 0, false, false));
        this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false));
    }
    
    protected boolean canDespawn()
    {
        return false;
    }

    protected void entityInit()
    {
        super.entityInit();
        this.getDataWatcher().addObject(12, Byte.valueOf((byte)0));
        this.getDataWatcher().addObject(13, Byte.valueOf((byte)0));
        this.getDataWatcher().addObject(14, Byte.valueOf((byte)0));
    }

    public int getMaxHealth()
    {
        return 40;
    }
    
    //Holding Items
    protected void addRandomArmor()
    {
        this.setCurrentItemOrArmor(0, new ItemStack(mod_Adventure_Time.demonSword));
    }

    /**
     * Returns the current armor value as determined by a call to InventoryPlayer.getTotalArmorValue
     */
    public int getTotalArmorValue()
    {
        int var1 = super.getTotalArmorValue() + 2;

        if (var1 > 20)
        {
            var1 = 20;
        }

        return var1;
    }

    /**
     * Returns true if the newer Entity AI code should be run
     */
    protected boolean isAIEnabled()
    {
        return true;
    }

    /**
     * If Animal, checks if the age timer is negative
     */
    public boolean isChild()
    {
        return this.getDataWatcher().getWatchableObjectByte(12) == 1;
    }

    public void setChild(boolean var1)
    {
        this.getDataWatcher().updateObject(12, Byte.valueOf((byte)1));
    }

    /**
     * Returns the amount of damage a mob should deal.

    public int getAttackStrength(Entity var1)
    {
        ItemStack var2 = this.getHeldItem();
        int var3 = 10;

        if (var2 != null)
        {
            var3 += var2.getDamageVsEntity(this);
        }

        return var3;
    }
    /*/
    /**
     * Returns the sound this mob makes while it's alive.
     */
    protected String getLivingSound()
    {
        return null;
    }

    /**
     * Returns the sound this mob makes when it is hurt.
     */
    protected String getHurtSound()
    {
        return null;
    }

    /**
     * Returns the sound this mob makes on death.
     */
    protected String getDeathSound()
    {
        return null;
    }

    /**
     * Plays step sound at given x, y, z for the entity
     */
    protected void playStepSound(int var1, int var2, int var3, int var4)
    {
        this.playSound("mob.zombie.step", 0.15F, 1.0F);
    }

    /**
     * Returns the item ID for the item the mob drops on death.
     */
    protected int getDropItemId()
    {
        return mod_Adventure_Time.demonSword.itemID;
    }
    
    
    public boolean interact(EntityPlayer entityplayer)
    {
            ModLoader.getMinecraftInstance().thePlayer.addChatMessage("Oh My Glob!Another Human!Jake come here,NOW!");
            return true;
    }
    
    public String npcName;

    /**
     * Get this Entity's EnumCreatureAttribute
     */
    public EnumCreatureAttribute getCreatureAttribute()
    {
        return EnumCreatureAttribute.UNDEAD;
    }

    protected void dropRareDrop(int var1)
    {
        switch (this.rand.nextInt(3))
        {
            case 0:
                this.dropItem(mod_Adventure_Time.scarlet.itemID, 1);
                break;

            case 1:
                this.dropItem(Item.emerald.itemID, 1);
                break;

            case 2:
                this.dropItem(Item.diamond.itemID, 4);
        }
    }
}

 

RenderFinn.java

package AdventureTime.common;

import static net.minecraftforge.client.IItemRenderer.ItemRenderType.EQUIPPED;
import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.BLOCK_3D;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.client.renderer.tileentity.TileEntitySkullRenderer;
import net.minecraft.client.resources.ResourceLocation;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.IItemRenderer;
import net.minecraftforge.client.MinecraftForgeClient;

@SideOnly(Side.CLIENT)
public class RenderFinn extends RenderLiving
{

    protected ModelFinn modelFinnMain;

    private static final ResourceLocation field_110833_a = new ResourceLocation("/AdventureTime/textures/Finn.png");

    public RenderFinn(ModelBase par1ModelBase, float par2)
    {
        super(par1ModelBase, par2);
    }

    protected ResourceLocation func_110832_a(EntityFinn par1EntityFinn)
    {
        return field_110833_a;
    }

    protected ResourceLocation func_110775_a(Entity par1Entity)
    {
        return this.func_110832_a((EntityFinn)par1Entity);
    }
    
    protected void func_130005_c(EntityLiving par1EntityLiving, float par2)
    {
        float f1 = 1.0F;
        GL11.glColor3f(f1, f1, f1);
        super.renderEquippedItems(par1EntityLiving, par2);
        ItemStack itemstack = par1EntityLiving.getHeldItem();
        ItemStack itemstack1 = par1EntityLiving.getCurrentArmor(3);
        float f2;

        if (itemstack1 != null)
        {
            GL11.glPushMatrix();

            IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(itemstack1, EQUIPPED);
            boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, itemstack1, BLOCK_3D));

            if (itemstack1.getItem() instanceof ItemBlock)
            {
                if (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[itemstack1.itemID].getRenderType()))
                {
                    f2 = 0.625F;
                    GL11.glTranslatef(0.0F, -0.25F, 0.0F);
                    GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
                    GL11.glScalef(f2, -f2, -f2);
                }

                this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack1, 0);
            }
            else if (itemstack1.getItem().itemID == Item.skull.itemID)
            {
                f2 = 1.0625F;
                GL11.glScalef(f2, -f2, -f2);
                String s = "";

                if (itemstack1.hasTagCompound() && itemstack1.getTagCompound().hasKey("SkullOwner"))
                {
                    s = itemstack1.getTagCompound().getString("SkullOwner");
                }

                TileEntitySkullRenderer.skullRenderer.func_82393_a(-0.5F, 0.0F, -0.5F, 1, 180.0F, itemstack1.getItemDamage(), s);
            }

            GL11.glPopMatrix();
        }

        if (itemstack != null)
        {
            GL11.glPushMatrix();

            if (this.mainModel.isChild)
            {
                f2 = 0.5F;
                GL11.glTranslatef(0.0F, 0.625F, 0.0F);
                GL11.glRotatef(-20.0F, -1.0F, 0.0F, 0.0F);
                GL11.glScalef(f2, f2, f2);
            }

            GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);

            IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(itemstack, EQUIPPED);
            boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, itemstack, BLOCK_3D));

            if (itemstack.getItem() instanceof ItemBlock && (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[itemstack.itemID].getRenderType())))
            {
                f2 = 0.5F;
                GL11.glTranslatef(0.0F, 0.1875F, -0.3125F);
                f2 *= 0.75F;
                GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F);
                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
                GL11.glScalef(-f2, -f2, f2);
            }
            else if (itemstack.itemID == Item.bow.itemID)
            {
                f2 = 0.625F;
                GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
                GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
                GL11.glScalef(f2, -f2, f2);
                GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
            }
            else if (Item.itemsList[itemstack.itemID].isFull3D())
            {
                f2 = 0.625F;

                if (Item.itemsList[itemstack.itemID].shouldRotateAroundWhenRendering())
                {
                    GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
                    GL11.glTranslatef(0.0F, -0.125F, 0.0F);
                }

                this.func_82422_c();
                GL11.glScalef(f2, -f2, f2);
                GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
                GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
            }
            else
            {
                f2 = 0.375F;
                GL11.glTranslatef(0.25F, 0.1875F, -0.1875F);
                GL11.glScalef(f2, f2, f2);
                GL11.glRotatef(60.0F, 0.0F, 0.0F, 1.0F);
                GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
                GL11.glRotatef(20.0F, 0.0F, 0.0F, 1.0F);
            }

            this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack, 0);

            if (itemstack.getItem().requiresMultipleRenderPasses())
            {
                for (int x = 1; x < itemstack.getItem().getRenderPasses(itemstack.getItemDamage()); x++)
                {
                    this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack, x);
                }
            }

            GL11.glPopMatrix();
        }
    }
    
    protected void func_82422_c()
    {
        GL11.glTranslatef(0.0F, 0.1875F, 0.0F);
    }

}

 

 

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Hi

 

It's kind of tough to give you any suggestions unless you give us some hints about what the symptoms are :-)

 

At the risk of stating the obvious, I'd suggest you use a debugger to set break points in the code and see if you can figure out which parts of your code aren't being called.

 

Have you remembered to register your RenderFinn class with RenderingRegistry.registerEntityRenderingHandler?

 

Just something I noticed... if you are overriding functions from a base class that you are extending, it's considered good practice to put @Override before the function, it can help pick up subtle mistakes.  http://www.javapractices.com/topic/TopicAction.do?Id=223

 

eg

@Override
protected void entityInit()
  {

 

 

- TGG

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you want the entity to actually have a sword or just to look like it does? this might work?

 

protected void addRandomArmor()

    {

        this.setCurrentItemOrArmor(0, new ItemStack(Item.swordGold));

    }

in entity class

Use examples, i have aspergers.

Examples make sense to me.

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    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
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