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How to make Bow render as bow, and shoot faster.


JohnBeGood

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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;

    }

 

}

 

 

 

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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.

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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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