slamminkid3 Posted November 19, 2014 Posted November 19, 2014 rst?(this was for the title) I am currently making a 1.7.2 Harry Potter mod and need some assistance with the spells. I currently am using only one wand on this version. The code is as follows: My Wand Class package net.pottercraft.mod.items.wands; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntitySnowball; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.pottercraft.entity.spells.Baubillious; import net.pottercraft.entity.spells.Confringo; import net.pottercraft.mod.PotterCraft; public class AcaciaWand extends Item { public AcaciaWand() { setCreativeTab(PotterCraft.wandTab); } @SideOnly(Side.CLIENT) public void registerIcons(IIconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon(PotterCraft.modid + ":" + this.getUnlocalizedName().substring(5)); } public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if(par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.consumeInventoryItem(Items.redstone)) { par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new Baubillious(par2World, par3EntityPlayer)); } } return par1ItemStack; } } My Spell Class package net.pottercraft.entity.spells; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.effect.EntityLightningBolt; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.util.MovingObjectPosition; import net.minecraft.world.World; public class Baubillious extends EntityThrowable { public Baubillious(World World) { super(World); } public Baubillious(World World, double d1, double d2, double d3) { super(World, d1, d2, d3); } public Baubillious(World par1World, EntityLivingBase arg1EntityLivingBase) { super(par1World, arg1EntityLivingBase); } @Override protected void onImpact(MovingObjectPosition par1MovingObjectPosition) { EntityLightningBolt entitylightningbolt = new EntityLightningBolt(worldObj, posX, posY, posZ); entitylightningbolt.setLocationAndAngles(posX, posY, posZ, rotationYaw, 0.0F); worldObj.addWeatherEffect(entitylightningbolt); } } The code works fine I just need some assistance towards casting. [glow=red,2,300]I want the Player to type the 'spell' in chat and then right click to cast.[/glow] This is one main piece I need help with. Thanks, Slamminkid3 Quote
slamminkid3 Posted November 19, 2014 Author Posted November 19, 2014 Also the lightning is not showing. If you can help me fix this that would be greatly appreciated. Quote
Draco18s Posted November 19, 2014 Posted November 19, 2014 You didn't show your spell class, you have the wand class in there twice. Second, the wand's right-click function makes no attempt to check to see if anything was said in chat. Third, your thread title is not useful. You should name your thread something that corresponds to your problem, like "How do I make an item only do something if the player typed something in chat first?" Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
slamminkid3 Posted November 19, 2014 Author Posted November 19, 2014 You didn't show your spell class, you have the wand class in there twice. Second, the wand's right-click function makes no attempt to check to see if anything was said in chat. Third, your thread title is not useful. You should name your thread something that corresponds to your problem, like "How do I make an item only do something if the player typed something in chat first?" Thank you I will fix the code. Quote
slamminkid3 Posted November 19, 2014 Author Posted November 19, 2014 You will need a command to make the "type in chat" work. Then store whatever was typed into the player with an IExtendedEntityProperties. Then on right click you can check what was typed. But just so you know: This is a horrible design choice. Chat should not interact with in-game elements. It breaks the 4th wall or however you would call that. Is there a better way to do it then? Like a toolbar for spell selection on the side of the game? Quote
Ernio Posted November 19, 2014 Posted November 19, 2014 Problem with this design is the fact that one can cast spell with writing actual command on chat, but the other could install some client-side mod that allows him to have macros which gives him auto-cast. Consider having Customizable KeyBindings that on press are sending packet that changes value in players IEEP for some ticks (and make --ticks). You could also do it other way around - When KeyBinding is Pressed it sends packet to server, and IF you are holding given item the spell is being cast and redstone is consumed. That would save you --tick and another variable to save per spell. Useful: (About Packets) http://www.minecraftforge.net/forum/index.php?topic=20135.0 http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2137055-1-7-2-customizing-packet-handling-with (About IEEP) http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-1-7-2-1-6-4-eventhandler-and KeyBindings are all over google. Quote 1.7.10 is no longer supported by forge, you are on your own.
Recommended Posts
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.