Posted September 3, 201411 yr HI, I recently made a new bow using the vanilla bows code, the problem is I can get the standby texture to work but not the moving textures to work. package com.hurleyboarder.Main; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.init.Items; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.IIcon; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ItemBow extends Item { @SideOnly(Side.CLIENT) private IIcon[] iconArray; private static final String __OBFID = "CL_00001777"; { this.maxStackSize = 1; this.setMaxDamage(384); this.setCreativeTab(CreativeTabs.tabCombat); this.setTextureName("tutorialmod:bow_standby"); } /** * called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount */ public void onPlayerStoppedUsing(ItemStack p_77615_1_, World p_77615_2_, EntityPlayer p_77615_3_, int p_77615_4_) { int j = this.getMaxItemUseDuration(p_77615_1_) - p_77615_4_; ArrowLooseEvent event = new ArrowLooseEvent(p_77615_3_, p_77615_1_, j); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return; } j = event.charge; boolean flag = p_77615_3_.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, p_77615_1_) > 0; if (flag || p_77615_3_.inventory.hasItem(MainRegistry.EArrow)) { 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; } EntityeArrow entityarrow = new EntityeArrow(p_77615_2_, p_77615_3_, f * 4.0f); if (f == 1.0F) { entityarrow.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, p_77615_1_); if (k > 0) { entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, p_77615_1_); if (l > 0) { entityarrow.setKnockbackStrength(l); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, p_77615_1_) > 0) { entityarrow.setFire(100); } p_77615_1_.damageItem(1, p_77615_3_); p_77615_2_.playSoundAtEntity(p_77615_3_, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (flag) { entityarrow.canBePickedUp = 2; } else { p_77615_3_.inventory.consumeInventoryItem(MainRegistry.EArrow); } if (!p_77615_2_.isRemote) { p_77615_2_.spawnEntityInWorld(entityarrow); } } } public ItemStack onEaten(ItemStack p_77654_1_, World p_77654_2_, EntityPlayer p_77654_3_) { return p_77654_1_; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack p_77626_1_) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack p_77661_1_) { return EnumAction.bow; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack p_77659_1_, World p_77659_2_, EntityPlayer p_77659_3_) { ArrowNockEvent event = new ArrowNockEvent(p_77659_3_, p_77659_1_); MinecraftForge.EVENT_BUS.post(event); if (event.isCanceled()) { return event.result; } if (p_77659_3_.capabilities.isCreativeMode || p_77659_3_.inventory.hasItem(MainRegistry.EArrow)) { p_77659_3_.setItemInUse(p_77659_1_, this.getMaxItemUseDuration(p_77659_1_)); } return p_77659_1_; } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } }
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.