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I'm wondering how i can differentiate between damage values in my lang file. I'm using a modified copy of minecraft's Log code to make my own. It creates new logs as the same ID with different metadata.

package worlddomination.blocks;

import java.util.List;

import net.minecraft.block.BlockLog;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import worlddomination.util.Reference;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class BlockWDLog extends GenericWDLog
{
    public static final String[] field_150169_M = new String[] {"rubber"};
    private static final String __OBFID = "CL_00000277";

    /**
     * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
     */
    @SideOnly(Side.CLIENT)
    public void getSubBlocks(Item p_149666_1_, CreativeTabs p_149666_2_, List p_149666_3_)
    {
        p_149666_3_.add(new ItemStack(p_149666_1_, 1, 0));
    }

    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister p_149651_1_)
    {
        this.field_150167_a = new IIcon[field_150169_M.length];
        this.field_150166_b = new IIcon[field_150169_M.length];

        for (int i = 0; i < this.field_150167_a.length; ++i)
        {
            this.field_150167_a[i] = p_149651_1_.registerIcon(Reference.MODID + ":" + this.getTextureName() + "_" + field_150169_M[i]);
            this.field_150166_b[i] = p_149651_1_.registerIcon(Reference.MODID + ":" + this.getTextureName() + "_" + field_150169_M[i] + "_top");
        }
    }
}

I saw that the vanilla lang uses, "tile.log.oak.name" How can i do something similar?

  • 1 month later...
Posted

I have done something similar with a mod I'm working on.

 

Here's the code for my custom wood logs file:

package net.davidjholland.everytrees;

import java.util.List;

import net.minecraft.block.BlockLog;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class BlockEveryLog extends BlockLog
{
    public static final String[] woodType = new String[] {"diamond", "gold", "iron"};
    private static final String __OBFID = "CL_00000281";

    /**
     * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
     */
    @SideOnly(Side.CLIENT)
    public void getSubBlocks(Item block, CreativeTabs creativeTabs, List list){
    	for(int i = 0; i < woodType.length; i++){
		list.add(new ItemStack(block, 1, i));
	}
    }

    @SideOnly(Side.CLIENT)
    public void registerBlockIcons(IIconRegister iconRegister)
    {
        this.field_150167_a = new IIcon[woodType.length];
        this.field_150166_b = new IIcon[woodType.length];

        for (int i = 0; i < this.field_150167_a.length; ++i)
        {
            this.field_150167_a[i] = iconRegister.registerIcon(EveryTrees.MODID + ":" + this.getTextureName() + "_" + woodType[i]);
            this.field_150166_b[i] = iconRegister.registerIcon(EveryTrees.MODID + ":" + this.getTextureName() + "_" + woodType[i] + "_top");
        }
    }
    
}

 

Then I created a Item class that extends ItemBlockWithMetadata to go along with.

This is where you get the unlocalized name and add the wood types I set in the previous file.

package net.davidjholland.everytrees;

import net.minecraft.block.Block;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;

public class ItemEveryLog extends ItemBlockWithMetadata {

public ItemEveryLog(Block block) {
	super(block, block);
}

public String getUnlocalizedName(ItemStack itemStack){
	int i = itemStack.getItemDamage();
	if (i < 0 || i >= BlockEveryLog.woodType.length){
		i = 0;
	}

	return super.getUnlocalizedName() + "." + BlockEveryLog.woodType[i];
}

public int getMetadata(int meta){
	return meta;
}

}

 

Then when you register the block, insert the Item.class into it.

blockEveryLog = new BlockEveryLog()
.setBlockTextureName("log")
.setBlockName("blockEveryLog")
.setCreativeTab(tabEveryTrees);

GameRegistry.registerBlock(blockEveryLog, ItemEveryLog.class, blockEveryLog.getUnlocalizedName().substring(5));

 

And in your en_US.lang file, you'd have something like this:

tile.blockEveryLog.diamond.name=Diamond Wood
tile.blockEveryLog.gold.name=Gold Wood
tile.blockEveryLog.iron.name=Iron Wood

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