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So, I currently have a bow item. However when holding it, it doesn't look like a bow but holds on a weird angle, and appears small. I also don't know how to make it fire faster, as changing the maxuseduration doesn't seem to adjust anything, even if I change the visuals too.

 

My bow class-

 

 

 

public class SpeedBow extends ItemBow {

public static final int DEFAULT_MAX_USE_DURACTION = 72000;

@SideOnly(Side.CLIENT)

private IIcon[] IIconArray;

String name;

int damage;

int maxUseDuraction;

boolean unbreakable;

 

Item arrow;

 

public static final String[] texture = {"_pull_0", "_pull_1", "_pull_2", "_pull_3"};

 

public SpeedBow(int uses, int damage, Item arrow) {

this(uses, damage, DEFAULT_MAX_USE_DURACTION, arrow);

}

 

public SpeedBow(int uses, int damage, int maxUseDuraction, Item arrow) {

super();

setMaxDamage(uses);

this.arrow = arrow;

this.damage = damage;

this.maxUseDuraction = maxUseDuraction;

unbreakable = false;

this.maxStackSize = 1;

this.setCreativeTab(weaponsmod.tabbow);

}

 

public void registerIcons(IIconRegister icon) {

String prefix = "weaponsmod:" + "bowsuper";

this.itemIcon = icon.registerIcon(prefix + "_0");

this.IIconArray = new IIcon[texture.length];

for (int N = 0; N < 4; N++)

{

this.IIconArray[N] = icon.registerIcon(prefix + texture[N]);

 

}

}

 

@SideOnly(Side.CLIENT)

@Override

public IIcon getItemIconForUseDuration(int par1) {

return this.IIconArray[par1];

}

 

public IIcon 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 >= 18)

{

return IIconArray[3];

}

 

else if (Pulling > 13)

{

return IIconArray[2];

}

 

else if (Pulling > 0)

{

return IIconArray[1];

}  

 

return IIconArray[0];

}

 

@Override

public void onPlayerStoppedUsing(ItemStack item, World par2World, EntityPlayer par3EntityPlayer, int par4) {

int j = getMaxItemUseDuration(item) - par4;

 

ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, item, j);

MinecraftForge.EVENT_BUS.post(event);

if (event.isCanceled())

return;

j = event.charge;

 

boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, item) > 0;

 

if (flag || par3EntityPlayer.inventory.hasItem(arrow)) {

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;

 

EntityArrow entityarrow = null;

 

entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F);

 

 

if (f == 1.0F)

entityarrow.setIsCritical(true);

 

int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, item);

 

if (k > 0)

entityarrow.setDamage(entityarrow.getDamage() + (double) k * 0.5D + 0.5D);

 

int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, item);

 

if (l > 0)

entityarrow.setKnockbackStrength(l);

 

if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, item) > 0)

entityarrow.setFire(100);

 

if (!unbreakable)

item.damageItem(1, par3EntityPlayer);

if (sound(item, par2World, par3EntityPlayer) != null)

par2World.playSoundAtEntity(par3EntityPlayer, sound(item, par2World, par3EntityPlayer), 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);

 

if (flag)

entityarrow.canBePickedUp = 2;

else

par3EntityPlayer.inventory.consumeInventoryItem(arrow);

 

if (!par2World.isRemote)

par2World.spawnEntityInWorld(entityarrow);

}

}

 

public EntityArrow spawnArrow(ItemStack stack, World world, EntityPlayer player, float time) {

return new EntityArrow(world, player, time);

}

 

public String sound(ItemStack stack, World world, EntityPlayer player) {

return "random.bow";

}

 

@Override

public int getMaxItemUseDuration(ItemStack item) {

return maxUseDuration;

}

 

@Override

public boolean isItemTool(ItemStack item) {

return true;

}

 

public ItemStack onItemRightClick(ItemStack var1, World var2, EntityPlayer var3) {

ArrowNockEvent var4 = new ArrowNockEvent(var3, var1);

MinecraftForge.EVENT_BUS.post(var4);

 

if (var4.isCanceled()) {

return var4.result;

} else {

if (var3.capabilities.isCreativeMode || var3.inventory.hasItem(getItem())) {

var3.setItemInUse(var1, this.getMaxItemUseDuration(var1));

}

 

return var1;

}

}

 

public Item getItem() {

return arrow;

}

 

public Item setTextureName(String par1Str) {

        this.iconString = ("weaponsmod:"+ par1Str);

        return this;

    }

 

    public Item setName(String name) {

        this.name = name;

        setUnlocalizedName(name);

        register();

        return this;

    }

 

    public void register() {

        int numChars = 0;

        char firstLetter = name.charAt(0);

        if (Character.isLowerCase(firstLetter))

            firstLetter = Character.toUpperCase(firstLetter);

        String inGame = name.substring(1);

        for (int k = 0; k < name.length(); k++) {

            char c = name.charAt(k);

            int code = (int) c;

 

            if (k != 0) {

                for (int p = 65; p < 90; p++) {

                    if (code == p) {

                        numChars++;

                        if (numChars == 1)

                            inGame = new StringBuffer(inGame).insert(k - 1, " ").toString();

                        else

                            inGame = new StringBuffer(inGame).insert(k, " ").toString();

                    }

                }

            }

        }

        String finalName = firstLetter + inGame;

    }

 

}

 

 

 

Posted

setFull3D() to make the item be held upright and larger (like swords, tools, bows, etc.).

 

The length of time required to reach full charge is determined by the equation in onPlayerStoppedUsing:

// the denominator is how long it takes, in ticks, to reach maximum strength
// 20.0F means you need to charge for 20 ticks (1 second)
float f = (float) j / 20.0F;
f = (f * f + f * 2.0F) / 3.0F;

 

Of course, you will want to change your icons to match whatever timing you decide upon.

Posted

setFull3D() to make the item be held upright and larger (like swords, tools, bows, etc.).

 

The length of time required to reach full charge is determined by the equation in onPlayerStoppedUsing:

// the denominator is how long it takes, in ticks, to reach maximum strength
// 20.0F means you need to charge for 20 ticks (1 second)
float f = (float) j / 20.0F;
f = (f * f + f * 2.0F) / 3.0F;

 

Of course, you will want to change your icons to match whatever timing you decide upon.

Helped a lot. Would you happen to know how I can get the zooming in visual effect that the normal bow has when it is charged?

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