Posted May 24, 201213 yr So, I have this custom bow: package net.minecraft.src; import net.minecraft.src.forge.*; import java.util.*; public class ItemSuperBow extends ItemBow implements ITextureProvider, IArrowLooseHandler, IArrowNockHandler { public ItemSuperBow(int par1) { super(par1); maxStackSize = 1; setMaxDamage(1532); } public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4) { System.out.println("Stopped using"); iconIndex = 8; boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(mod_Weylin.itemSuperArrow.shiftedIndex)) { int i = getMaxItemUseDuration(par1ItemStack) - par4; float f = (float)i / 20F; f = (f * f + f * 2.0F) / 3F; if ((double)f < 0.10000000000000001D) { return; } if (f > 1.0F) { f = 1.0F; } EntitySuperArrow entityarrow = new EntitySuperArrow(par2World, par3EntityPlayer, f * 4.0F); if (f == 1.0F) { entityarrow.arrowCritical = true; } int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (j > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (k > 0) { entityarrow.func_46023_b(k); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityarrow.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (!flag) { par3EntityPlayer.inventory.consumeInventoryItem(mod_Weylin.itemSuperArrow.shiftedIndex); } else { entityarrow.doesArrowBelongToPlayer = false; } if (!par2World.isRemote) { par2World.spawnEntityInWorld(entityarrow); } } } public ItemStack onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 0x11940; } public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { iconIndex = mod_Weylin.superBow.getIconIndex(par1ItemStack); if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(mod_Weylin.itemSuperArrow.shiftedIndex)) { par3EntityPlayer.setItemInUse(par1ItemStack, getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } public void onUpdate(ItemStack itemstack, World world, Entity entity, int i, boolean flag) { iconIndex = 8; EntityPlayer entityplayer = (EntityPlayer)entity; ItemStack itemstack1 = entityplayer.inventory.getCurrentItem(); if(entityplayer.isUsingItem() && itemstack1.itemID == mod_Weylin.superBow.shiftedIndex) { int k = itemstack.getMaxItemUseDuration() - entityplayer.getItemInUseCount(); if(k >= 16) { iconIndex = 56; } else if(k > { iconIndex = 40; } else if(k > 0) { iconIndex = 24; } else { iconIndex = mod_Weylin.superBow.getIconIndex(itemstack); } } else { iconIndex = 8; } } public int getItemEnchantability() { return 4; } public String getTextureFile() { return "/Weylin/items.png"; } @Override public ItemStack onArrowNock(ItemStack itemstack, World world, EntityPlayer player) { return null; } @Override public boolean onArrowLoose(ItemStack itemstack, World world, EntityPlayer player, int heldTime) { return false; } } ...and you probably noticed this little bit of code: public void onUpdate(ItemStack itemstack, World world, Entity entity, int i, boolean flag) { iconIndex = 8; EntityPlayer entityplayer = (EntityPlayer)entity; ItemStack itemstack1 = entityplayer.inventory.getCurrentItem(); if(entityplayer.isUsingItem() && itemstack1.itemID == mod_Weylin.superBow.shiftedIndex) { int k = itemstack.getMaxItemUseDuration() - entityplayer.getItemInUseCount(); if(k >= 16) { iconIndex = 56; } else if(k > { iconIndex = 40; } else if(k > 0) { iconIndex = 24; } else { iconIndex = mod_Weylin.superBow.getIconIndex(itemstack); } } else { iconIndex = 8; } } That is currently how I am using my bow's animation. It's perfectly fine, except for the fact that the animation also shows up in the item bar because I'm using the iconIndex of the item. I already implemented the interfaces IArrowLooseHandler and IArrowNockHandler and put in the methods, but I'm unsure of what to do from there to get my bow's animation to work. Any help would be appreciated, thanks.
May 24, 201213 yr public int getIconIndex(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
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