Briggybros Posted August 21, 2012 Posted August 21, 2012 I'm trying to create a universal mod with armors. I define the armour inline as so; helmetAmethyst = (new WillowItemArmor(1048, 0, enumAmethystArmour, ModLoader.addArmor("Amethyst"), 0)).setItemName("amethystHelmet"); With the id, textureindex, enum, renderer and type. However, on the server side there is no need to use the ModLoader.addArmor method and it throws an invalid method error. How would I make it so that the armor is still registered in multiplayer, but it doesn't use the ModLoader.addArmor method? Quote
Texasjake95 Posted August 21, 2012 Posted August 21, 2012 try it like this (shows an example for all armor) Reveal hidden contents static EnumArmorMaterial TinArmor = EnumHelper.addArmorMaterial("TIN", 12, new int[] {2, 5, 4, 2}, 9); public static final Item helmetTin = (new texasjake95_TinArmor(helmetTinShiftedIndex-256, TinArmor, 6, 0)).setIconCoord(0, 1).setItemName("helmetTin"); public static final Item plateTin = (new texasjake95_TinArmor(plateTinShiftedIndex-256, TinArmor, 6, 1)).setIconCoord (1, 1).setItemName("chestplateTin"); public static final Item legsTin = (new texasjake95_TinArmor(legsTinShiftedIndex-256, TinArmor, 6, 2)).setIconCoord (1, 2).setItemName("leggingsTin"); public static final Item bootsTin = (new texasjake95_TinArmor(bootsTinShiftedIndex-256, TinArmor, 6, 3)).setIconCoord(1, 3).setItemName("bootsTin"); the 6 needs to be different every time and could go as low as 5 Quote
ShetiPhian Posted August 22, 2012 Posted August 22, 2012 Don't use hard coded numbers, if two mods use the same one bad things happen. Instead have RenderingRegistry assign you a number by running the code through your proxy. int renderAmethystArmour = proxy.addArmor("Amethyst") helmetAmethyst = (new WillowItemArmor(1048, 0, enumAmethystArmour, renderAmethystArmour, 0)).setItemName("amethystHelmet"); Server Proxy public int addArmor(String armor) { return 0; //server doesn't care what the number is } Client Proxy @Override public int addArmor(String armor) { return RenderingRegistry.addNewArmourRendererPrefix(armor); } Edit: dumb moment, I forgot armor sets get the same render id (I had individual parts getting their own ) Quote
Briggybros Posted August 22, 2012 Author Posted August 22, 2012 On 8/21/2012 at 10:50 PM, Texasjake95 said: try it like this (shows an example for all armor) Reveal hidden contents static EnumArmorMaterial TinArmor = EnumHelper.addArmorMaterial("TIN", 12, new int[] {2, 5, 4, 2}, 9); public static final Item helmetTin = (new texasjake95_TinArmor(helmetTinShiftedIndex-256, TinArmor, 6, 0)).setIconCoord(0, 1).setItemName("helmetTin"); public static final Item plateTin = (new texasjake95_TinArmor(plateTinShiftedIndex-256, TinArmor, 6, 1)).setIconCoord (1, 1).setItemName("chestplateTin"); public static final Item legsTin = (new texasjake95_TinArmor(legsTinShiftedIndex-256, TinArmor, 6, 2)).setIconCoord (1, 2).setItemName("leggingsTin"); public static final Item bootsTin = (new texasjake95_TinArmor(bootsTinShiftedIndex-256, TinArmor, 6, 3)).setIconCoord(1, 3).setItemName("bootsTin"); the 6 needs to be different every time and could go as low as 5 Even if you do just numbers it's a lot more difficult as you also have to define the renderer whereas addArmor defines the renderer and assigns it. Quote
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